Michael Macleod - Games Designer
STUDIOS & PROJECTS
November 2018 to Present
Lead Designer at Team Junkfish, Dundee, Scotland
Monstrum 2 (Developed with Unity for PC)
An asymmetric survival game where four Prisoner evade a Monster on a procedurally generated Sea Fort
Manage the design team, plan and run project development along with other department leads
Responsible for the overall gameplay design, player progression and backend economy planning
April 2015 to February 2018
Designer at High Voltage Software, New Orleans, Louisiana
Damaged Core (Developed with Unreal 4 for VR)
Part of a design team responsible for creating the first commercially released first-person-shooter in VR
Spearheaded the development of a seamless train mission running at 90FPS while avoiding motion sickness
Internal Prototypes (Developed with Unreal 4 and Infernal)
Did Level Design and Scripting work on two internal IPs
October 2013 to July 2014
Designer at Crytek, Nottingham, England
Homefront: The Revolution (Developed with CryEngine for PC, PS4 & XboxOne)
Responsible for the development of the games hub world and various mission locations
Planning work for the campaign missions, order of character interactions, gaining new items, etc
October 2012 to March 2013
Level Design Contractor for Frictional Games, Remote
SOMA (Developed with HPL Engine for PC & PS4)
Created underwater natural levels as well as derelict shipwreck interiors
May 2010 to October 2018
Designer at Darkside / Ghost Punch Games, Fort Lauderdale, Florida
Borderlands Series (Developed with Unreal 3 for PC, PS3, Xbox360 and then VR)
Worked on DLC for the original Borderlands, Borderlands 2 and Borderlands: The Pre-Sequel
Created a hub level, npc pathing and interactions, cinematics, combat encounters and a final boss fight
Drew over 80 overhead UI maps on three different borderlands titles and developed a more efficient workflow
Several years later assisted with the adaptation of Borderlands 2 maps into a virtual reality remaster
Spec Ops: The Line (Developed with Unreal 3 for PC, PS3 & Xbox360)
Created two of the multiplayers six maps, developed sand avalanche mechanics and other environment traps
November 2009 to April 2010
Level Scripter at Ignition Entertainment, Gainesville, Florida
Reich Downfall (Developed in Unreal 3 and intended for PC, PS3 and Xbox360)
Assigned to a strike team responsible for greyboxing several campaign levels and various gameplay mechanics
EDUCATION
September 2008 to November 2009
Florida Interactive Entertainment Academy, University of Central Florida
Masters Degree in Interactive Entertainment
September 2004 to June 2008
University of Abertay Dundee
Bachelor's Degree (Hons) in Games Production Management