Dynamic Derek Design

  • Double Old Agent
  • A brand new mobile IP personally designed and conceived, coming to your Android devices in 2017!



    Prominence Poker

    I started as Game Designer on this project. I was the Design mentor to the Lead Designer, assisting him with task creation, plotting release phases, and prioritizing content development. I also created numerous innovative feature designs, responsible for creating entirely new IP and Brand for future expansion, and was the economy specialist on the project. I then moved into a Lead BI Analyst role once we were design complete. I tought myself the SQL language, MySQL Workbench, Tableau, and DeltaDNA in order to accurately track and analyze data internally and externally with our Publisher.



    RollerCoaster Tycoon World

    I worked as the Lead Designer on the latest entry in the RollerCoaster Tycoon franchise. I wrote game pitch that got the product green-lit, heavily involved in production roadmap, collaborated heavily with all disciplines to facilitate frictionless development, designed spline-based coaster creator from scratch, designed entire game UI, and spearheaded new Feature Sign-off process for the studio. This was unfortunately transferred to another studio for undisclosed reasons in December of 2014.



    Betwixt

    Lead Designer, created this brand new Health Game IP from the ground up. This included all mechanics, flow, rewards systems, etc.

    Jauntly

    Lead Designer, helping create the new user flow, UI, and reward systems.

    Moodhacker

    Did some contract design work helping on the fleshing out of the concept of Moodhacker.

    ESPN Return Man

    Worked as Lead Designer on ESPN Return Man for Facebook. I was in charge of the implementation of all social features as well as creating the UI


    Disney City Girl

    I worked as a Designer, helping out on many aspects of the project. I designed room layouts, managed content integration, streamlined the art pipeline, and helped with feature design.


    Fallen Empire: Legions

    I worked as the Lead Level Designer, overseeing all the levels in the game. I personally created or helped shape all levels in the game.


    Think Tanks

    I designed and created two original levels for the game Think Tanks in the "gloomy" area, as well as an unreleased "lush" level. I also finished the third and final gloomy level when the original Level Designer left the company. I used the Torque engine to make the levels.


    Tomb Raider: Underworld

    I created numerous new areas for the Mexico underworld, scaled back some others, worked on a couple of the Thailand and Mansion areas, and finally, I re-invented the last level of the game. I did all scripting for the levels I worked on including camera movements, camera switching, event triggers, pop-up text, and more. I was also heavily involved in puzzle creation and implementation, reward placement, animating objects, and the tutorial section.


    Instant Jam

    I was a Designer, helping on feature polish.

    Tomb Raider: Anniversary

    I worked on the Tomb Raider: Anniversary project in the QA department for the PS2, PSP, 360, and the Wii. I wrote up over 1,400 bugs over the course of the project and worked very closely with all other departments to reproduce bugs and figure out solutions.

    Favor

    Personally designed, developed, and released Android App available in the Google Play store. It is a location-based Reminder App, allowing you to set text reminders to receive based on your location.

    Betwixt

    Lead Designer, created this brand new Health Game IP from the ground up. This included all mechanics, flow, rewards systems, etc.

    Jauntly

    Lead Designer, helping create the new user flow, UI, and reward systems.

    Moodhacker

    Did some contract design work helping on the fleshing out of the concept of Moodhacker.