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Joined: October 2019

Left: January 2023

Roles: Senior Technical Designer, Technical Designer

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I joined Sumo Digital's Nottingham studio after returning to the UK from Crytek. My first assignment was eight months of co-development on Hogwarts Legacy, building out Avalanche's world events feature.

 

From there I joined the prototyping team for The Texas Chain Saw Massacre. Starting from a UE4 prototype inherited from another studio, we developed the cooperative mechanics through review with Gun Interactive, then took the game from vertical slice into full development in a fresh project. I stayed on through final polish and received my promotion to Senior not long before moving onto a different project.

 

Next I prototyped features for a third-person action adventure in the pitching phase: early UE5 AI characters, navmesh-based environmental breadcrumbing, player and cinematic camera tests, modular interaction systems, an inventory and pickup system, and non-combat player tools.

 

My final project was a demo built from an existing design doc. I led a small prototyping team for my last couple of months before leaving for Ubisoft - running daily playtests with actionable outcomes and implementing much of the prototype myself. I'm proud of the work on that project, and it was a nice way to finish my time there.

Timeline Of Projects
Logo_HogwartsLegacy.png

Hogwarts Legacy

(2019-2020)

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The Texas Chain Saw Massacre
(2020-2022)

Unannounced Action/Advent.

(2022)

Cancelled Pitch Projects

(2022)

Prototype For GDD

(2022-2023)

Non-Shipped Project Experience

Unreal Engine 5

  • Prototyping on pre-release State Tree version

  • Enemy & Ally AI Characters

  • Navmesh usage in blueprints

    • Navmesh-based breadcrumbing system (similar to Halo: ODST city AI)

  • Player camera settings and switching (collision, interactions etc.)​

  • Replicated logic for online multiplayer​

  • Animation-based combat systems

  • ​Modular system prototyping (hazards, electrical systems, sequence of events etc.)

Game Design

  • ​Multiplayer/cooperative mechanics​ (gadgets, hazards, dynamic physics objects etc.)

  • Player camera & framing gameplay in various ways

  • Puzzle design

  • Complex melee combat (combos and timing)​

  • Ally AI to assist the player during gameplay

  • Enemy AI to disrupt Allies and player

Senior Responsibility

  • Lead prototyping team (~7-8 people) for publisher pitch

  • Found and filled the gap in playtesting for the studio

  • Led local student playtests for data gathering and company goodwill

  • Mentored college student in game design for 3-4 days during his work experience

  • ​Pushed for and took ownership of TD hiring process
    • Created Technical Design test for candidates

    • Wrote the job descriptions for junior-senior Technical Designer postings

    • Hired junior TDs and onboarded them

  • LinkedIn

© 2026 by Rob Green - All trademarked materials by their respective owners.

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