ROB GREEN
TECHNICAL DESIGNER
RGGAMEDEVELOPMENT@HOTMAIL.COM
ROB GREEN
TECHNICAL DESIGNER
RGGAMEDEVELOPMENT@HOTMAIL.COM
Joined: October 2019
Left: January 2023
Roles: Senior Technical Designer, Technical Designer
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
Unannounced Action/Advent.
(2022)
Cancelled Pitch Projects
(2022)
Prototype For GDD
(2022-2023)
Non-Shipped Project Experience
Unreal Engine 5
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Prototyping on pre-release State Tree version
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Enemy & Ally AI Characters
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Navmesh usage in blueprints
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Navmesh-based breadcrumbing system (similar to Halo: ODST city AI)
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Player camera settings and switching (collision, interactions etc.)
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Replicated logic for online multiplayer
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Animation-based combat systems
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Modular system prototyping (hazards, electrical systems, sequence of events etc.)
Game Design
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Multiplayer/cooperative mechanics (gadgets, hazards, dynamic physics objects etc.)
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Player camera & framing gameplay in various ways
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Puzzle design
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Complex melee combat (combos and timing)
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Ally AI to assist the player during gameplay
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Enemy AI to disrupt Allies and player
Senior Responsibility
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Lead prototyping team (~7-8 people) for publisher pitch
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Found and filled the gap in playtesting for the studio
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Led local student playtests for data gathering and company goodwill
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Mentored college student in game design for 3-4 days during his work experience
- Pushed for and took ownership of TD hiring process
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Created Technical Design test for candidates
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Wrote the job descriptions for junior-senior Technical Designer postings
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Hired junior TDs and onboarded them
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