JOHN CREWE - GAME DESIGNER

STATEMENT

A highly adaptable and dedicated designer always looking to push my creative and design skills to a higher level.

GOALS

To continually push all aspects of game and level design to the fullest of my abilities.

HOBBIES

Video Games, Rock Climbing, Photography, Mountaineering, Gundog and Fieldsports, Clay Pigeon Shooting

ABOUT ME

As soon as I stumbled across a way of editing and creating levels in Duke 3D I was bitten by the game design bug.

Over the years I worked on many Source Engine mods in my spare time and rarely both were released, Ham and Jam which I Co-Lead and Fortress-Forever on which I handed level design. Shortly after I managed to secure a job in the Games Industry based on my strong portfolio of work and passion for design

LEVEL DESIGN

Throughout my career I have created a variety of levels with a focus primarily on Multiplayer levels, my most recent shipped levels were included in Crysis 3 and Crysis 2

GAME/SYSTEM DESIGN

All the projects I have worked on started with a strong paper design before moving onto prototyping and preproduction. I have worked on all aspects of AAA Game Design from Pre-Production to Final Shipping, DLC and Post Release Support

WEAPON/VEHICLES BALANCE

The majority of my time recently has been the set-up and balancing of the entire weapon and inventory system for both Homefront: The Revolution and Crysis 3 MP.

PROGRESSION SYSTEMS

Using data analysis from pre-release demos and playtesting I have been responsible for the initial benchmark and further evolution of the multiplayer character progression in both Crysis 2 and Crysis 3, cover all areas that had a progression system

RESUME

Click below to download a copy of my Resume in .pdf format, a .doc version with references is available on request.

DOWNLOAD RESUME



WORK EXPERIENCE

A quick overview of all the design related work I have done, if you'd like to know more then please contact me

SENIOR TECHNICAL DESIGNER

Foundry 42 / July 2014 - Present

Working on the record breaking crowdsourced game "Star Citizen" dealing with ship and system creation for both the singleplayer Squadron 42 and Persistent Universe/Arena Commander modes.

SENIOR TECHNICAL DESIGNER

Crytek UK / January 2014 - July 2014

After Crysis 3 had shipped, moved on to Homefront: The Revolution where I continued prototyping and implementing new weapons for both SP and MP as well as other game design areas. Duties included working with RnD to improve technology pipeline and performance as well as owning new systems and providing assistance to level design.

TECHNICAL DESIGNER

Crytek UK / January 2013 - January 2014

Continued level design for Crysis 3, creating the levels Museum (used for all gameplay demos) and Dam, along with guidance on the Skyline level revamp from Crysis 2. Implemented new weaponry, game modes and systems with code team and refactored progression system.

DESIGNER

Crytek UK / November 2011 - January 2013

Worked as part of a small team on converting the original Crysis to run on Xbox360 and PS3. Responsble for total AI overhaul and rebalancing for the Assault and Onslaught levels. Once comeplete started pre-production on Crysis 3 game and level design.

JUNIOR DESIGNER

Crytek UK / May 2010 - November 2011

Multiple duties during the development of Crysis 2 Multiplayer. Tasks ranged from level prototyping through to finishing levels, DLC preparation, RSS live patching, Progression system implementation and balancing, weapon balancing and UI design.

CO-LEAD & LEVEL DESIGNER

Ham and Jam / April 2005 - November 2012

A total conversion built on the Source Engine originally between myself and a friend due to the desire to create a WW2 game unlike any other. Responsibilities include team management and PR as well as residing control over the mapping team and coordination with other areas of the team for required content.

LEVEL DESIGNER

Fortress Forever / August 2007 - August 2008

I was originally brought on to the team for this award-winning (PC Gamer US Mod Of The Year 2007) Source engine modification before initial public release, to complete unfinished levels and optimise existing levels. I continued to help out with all aspects of level design for the mod including adding my own level as well as testing and giving feedback on new game play features post release as well as helping with the initial release.

LEVEL DESIGNER

Digital Mill / August 2006 - August 2006

Contracted design work for an episodic videogame “Shootout!” produced for the History Channel. Produced by Digital Mill, who were tasked by Kuma Games, the series producers to create the “Battle of the Bulge” sections of the game. Created to be released alongside a TV show.



MY EDUCATION

A brief overview of my Educational qualifications.

MULTIMEDIA DESIGN AND DIGITAL ANIMATION DEGREE

Cumbria Institute of the Arts / September 2005 June 2008

2:1 (HONOURS)

A multi-discipline degree with modules on 3D animation, 3D asset modelling, 2D game design and creating along with theoretical modules and web design.

A LEVEL & GCSE

Springwood High School / September 1998 May 2005

B/C/E & 2xA*, 7xA's, 2xB's

Studied Computer Science (B), Fine Art (C) and Chemistry (E) at A-Level standard, Photography(B) at AS Level along with standard GCSE's with German, Electronics and Geography

"John is a great person to work with on many levels. Chief among them is that he has a clear vision of what he wants which and keeps a high quality bar for himself and the team all while keeping game performance in mind. Those traits greatly help any artist working under him as he can give clear directions as to what he wants and needs from you, not to mention the solid feedback he can provide after initial versions of your work".

"I worked with John on the Fortress Forever mod team for roughly a year. Not only is John a talented level designer, he is hard working, level-headed and always a pleasure to work with. "

PORTFOLIO

A collection of my latest work, featuring levels from Crysis 2, Crysis on Console and Crysis 3.

CONTACT ME

If you like what you see, then get in touch