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A PDF version of my resume can be downloaded here

Resume: Files

Michael Macleod - Games Designer


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

Resume: CV


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

Resume: CV
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