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From Player to Designer

I’ve always been drawn to experiences that challenge the mind, spark creativity, and tell unforgettable stories. My journey began as a player dissecting the mechanics of my favorite games, evolved through academic study in computer science with a focus on game design, and grew into a career building systems and encounters that immerse players in rich, interactive worlds.

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From leading multi-discipline teams to crafting tight, tactical combat encounters, I’ve built a toolkit that blends technical problem-solving with creative vision. Every project is an opportunity to innovate, refine, and deliver something that keeps players coming back.

Core Skills

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AI Behavior

I focus on developing intelligent NPCs that enhance gameplay dynamics and challenge players strategically.

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Encounter Design

I create memorable encounters that immerse players through storytelling and gameplay integration.

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Technical Implementation

Proficient in Unreal Engine 5, Blueprints, and C++ for seamless project execution.

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Concise Documentation

I make thorough and clear documentation of designs in order to ensure requirements are clear for all teams referring to the documents.

Price of Glory

Game Designer

  • Designed and balanced 4+ PvP characters with unique kits for synergy and counterplay.

  • Created 6+ hex-grid map layouts optimized for mobile screens and gameplay variety.

  • Spearheaded PvE campaign design: encounter templates, pacing systems, and AI logic.

  • Authored detailed documentation in Confluence: spreadsheets, flowcharts, and ability specs.

  • Collaborated cross-discipline to prototype and iterate core gameplay mechanics in Unity.

  • Refined UI/UX layout for touch controls and screen readability.

Wicked Arcana

Technical Designer, Producer, Systems Designer

  • Designed and implemented the entire rune-based combat and magic system

  • Built player mechanics: stamina, health/death, melee (grounded + aerial), magic casting, and UI integration

  • Created all AI systems for 6 enemy archetypes, including ranged/melee logic, perception, and token-based attack behavior

  • Created AI system for a 2-phase boss, including ranged/melee logic, perception, and transformation behavior

  • Developed NPC AI with roaming, fleeing, and reactive behavior

  • Integrated HUD for health, stamina, equipped runes, and casting resources

  • Implemented Metasounds music controller for dynamic menu/gameplay transitions

  • Led sprint planning and cross-discipline collaboration (15–20 team members)

  • Authored design documentation for team coordination

Whack Sparrow

Technical Designer, Level Designer

  • Designed and implemented AI for all three enemy types: Skeleton, Pirate Henchman, and Cannon Pirate.

  • Developed the Pirate Captain's 3-phase boss fight with escalating difficulty and setting shifts.

  • Designed and built the final level including combat arenas and traversal sections.

  • Created all player combat mechanics including bombs, melee attacks, and cannon mounting.

  • Hooked up and tuned all animations for player/enemy combat and locomotion.

  • Implemented audio throughout the project.

Crafting enchanting
and
engaging gameplay experiences.
  • LinkedIn

 

© 2025 by Brady Key.

 

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