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Brandon Smith

Technical Game Designer

I am a Technical Game Designer who treats gameplay systems as iterative design problems. Across 20+ projects, I have specialized in building and refining core mechanics through rigorous testing, proactively restructuring architecture to ensure long-term stability over temporary fixes. Having led design on cross-functional teams ranging from 4 to 70+ developers, my focus is always on clarity, rapid iteration, and scalable feature growth.

My work bridges the gap between design and software engineering. I focus on implementing modular systems grounded in SOLID principles, directly empowering development teams to safely experiment, collaborate, and build features efficiently.

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Projects

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Enemy Designer

Led multiple small teams across EGD's largest studio, with a focus on Enemy Design, Enemy Balancing, and System Mechanics.

✅Balanced enemy archetypes and tuned combat mechanics for readability and fair challenge.

✅Iterated on mechanics through testing, restructuring systems when friction appeared.

✅Collaborated with QA & designers to refine player feedback loops and telegraphing.

✅Produced data-driven documentation to support future balancing and scaling.

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Technical Designer

Built and maintained core progression and save systems, emphasizing data integrity, modular design, and designer-friendly frameworks.

✅Designed scalable save/load architecture for player state across multiple scenes.

✅Unified subsystem communication (progression, collectibles, world data) into extendable frameworks.

✅Implemented robust systems with safeguards against corruption and predictable behavior.

✅Aligned mechanics with narrative and design goals, supporting designer experimentation.

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Game Designer

Led cross-functional feature development and designed scalable mechanics, emphasizing player momentum, spline-based architecture, and developer-friendly design frameworks.

✅Acted as Game Design Lead across sprints to drive feature iteration, evaluation, and approval.

✅Created a modular "Wrong Way" system using spline pathways to calculate player orientation.

✅Built a dynamic "guiding light" mechanic that illuminates environments to pilot player navigation.

✅Developed an elevation-based spline track framework to establish a repeatable level design pipeline.

Contact Me!

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