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Game Design Portfolio
Connor Norman

About Me

My photo

Connor Norman

Game Designer

"The only way to do great work is to love what you do."

Hello! I'm a Game Designer in San Diego, California. I've been working in the gaming industry for almost a decade - designing levels, economies, systems, and content for games played by millions. I'm currently based at High Moon Studios, working on Destiny.

When I have free time, I play hockey, work on projects in Unity, and create mods for my favorite games.

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  • Phone : 860-205-1830
  • Email : Connor.Norman1@Gmail.com
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Clients

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Years Experience

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Titles Shipped

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Cups of Coffee

My Works

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Destiny

Mission Designer
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Skylander's Superchargers

Level Designer
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Dragon Explorer

Systems & Gameplay Designer
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Burning Heaven

Writer, Creator, Designer
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Disney Fairies

Minigame Designer
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You Dunnit!

Design Lead
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Bejeweled Live

UI Designer
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Overwatch

Writer, Creator, Designer
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Breakaway

Content Designer
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Hell Marys

Economy Designer
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Derelict

Writer, Creator, Designer
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5th Avenue

Level Designer
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Words in Space

Systems Designer
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Impact

Designer, Programmer
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iAmFam

Designer
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Monstrocity

Designer
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Old World

Level Designer
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Forlorn

Level Designer
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Wealth Builders

Designer
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Monster Launcher

Economy Designer

My Skills

75

Alchemy Lab

1 Years Level Creator, Visual Scripting, Track Builder

91

Unity

7 Years Coding, Scripting, Design

60

Unreal

2 Years Level Design, Scripting

75

Maya & 3DSMax

5 Years Modelling, Texture, Animation

90

Adobe Suite

8+ Years Flash, Photoshop, Illustrator

95

Other Engines

10 Years Freespace Engine, 6 Years Dungeon Siege Engine, 1 Year COD Radiant, 1 Year G.E.C.K.

  • Lua Scripting & Design Principles
  • Cross-Discipline Communication
  • Spec & Prototype Creation
  • Design Critique & Refinement
  • Economic Model Development
  • User Retention & Monetization Improvements

Please contact me for consultation and employment opportunities.

Download Resume

My Resume

  • Present
  • High Moon Studios

    Mission Designer

    SEPT 2015 - PRESENT
  • Vicarious Visions

    Level Designer

    Working on almost every level of Superchargers to create fun, challenging, and breathtaking experiences. Extensive experience with scripting to create intriguing puzzles, new mechanics, and complex scenarios to build complete levels from the ground up. Working heavily with the in-house Track Tools to create race tracks and arenas that feature fun gameplay and epic Hollywood moments.

    SEPT 2014 - SEPT 2015
  • HitPoint Inc & Nokia

    Systems Designer

    Designing the primary systems, mechanics, controls, interface, and narrative for a How To Train Your Dragon game, running on multiple mobile platforms, working to make two separate client companies happy.

    DEC 2013 - MAY 2014
  • HitPoint Inc & DeNA

    Economy Designer

    Developing and maintaining economies for two hard-core, multiplayer card collection and combat games, including gameplay balancing, creating and running special events, sales, and gametypes, as well as routinely analyzing live user data and making adjustments to the economy as needed.

    JAN 2014 - SEPT 2014
  • HitPoint Inc

    Designer

    A range of positions on several live projects; ranging from content design, writing, systems design, economy development, and primarily developing the internal pipeline for Analytic-driven Design for Retention and Monetization Improvements, all for an audience of several million users.

    MAY 2012 - SEPT 2014
  • Emergent Media Center

    Systems Designer

    Designed core elements, including matches and special player moves. Built levels and implemented narrative. Administered Beta testing, handled bug reports and fixing. Held regular meetings and presentations to United Nations representatives. Daily collaboration with designers, testers, artists, and programmers throughout production.

    Aug 2009 - May 2012
  • Education
  • Bachelor Degree of Game Design

    Champlain College

    Champlain's four year Game Design program involves training and education in Design, Art, Engineering, and Production. Taught by industry professionals, many courses simulated actual production cycles, involving scrum and waterfall production and working with teams of other Artists, Engineers, and Designers. Projects could be cut due to low quality or poor-performing teams, and course projects were graded based on industry-qualitative standards.

    2008 - 2012
  • Study Abroad in Montreal, Canada

    Champlain College

    Spent a semester abroad in Montreal, taking production courses and professional training from instructors from Ubisoft and Behaviour Interactive.

    2012

My Clients

Get in touch

I always respond within 24 Hours. I look forward to hearing from you!
Cell: (860)205-1830
Email: Connor.Norman1@Gmail.com