Resume
Contact
Email: erikvaughn1@gmail.com
Skills
Design:
Open World Design
Level Design
Multiplayer Design
Ritual Play Design
Encounter Design
Systems Design
Game Balance
Scripting:
Proprietary Scripting Systems
Blueprint
Visual Scripting Systems
C#
Papyrus
Development:
JIRA
UGS
Agile Scrum
Confluence
Perforce
Rapid Prototyping
Engines:
Unreal Engine 5
Proprietary Engines
Creation Kit
Software:
Notepad++
Photoshop
Maya
Visual Studio
Microsoft Office
Professional Experience
Probably Monsters:
Unreleased Title - Senior Designer
July 2024 - Present
Contributions and Skills Learned
Joined a project at the ideation phase and led a team of 5 designers on an incubation team to deliver a prototype and pre-pro planning
Worked in Unreal Engine 5, leveraging tools like Blueprints and World Partition
Level Designed early open world spaces and linear levels
Designed gameplay systems and 3 C’s
Maintained documentation for game systems, tools, and onboarding workflows
Ran team-wide playtests, smoked playtest build candidates and acted as build manager for playtesting purposes
Coordinated task assignments and sprint capacity in JIRA for a small design team
Bungie:
Destiny 2: The Final Shape, Season of the Deep - Senior Designer
January 2023 - June 2024
Contributions and Skills Learned
Provided activity design support for Season of the Deep’s 6-player Salvage mode
Level designed and mission designed post-campaign mission “Home, Part 1” utilizing existing combat spaces in new ways and modifying them for use outside of their original mission
Designed and implemented linear activity content and open world activity content for The Final Shape from conception to shipping in a truncated time frame
Designed and implemented open world activity content for the Final Shape
Helped design and implement several new systems and content for a new post-campaign activity type, The Pale Heart
Took ownership of orphaned content and brought it to shipping quality
Co-Designed, scripted, and implemented seasonal systems-driven activity
Integrated with design teams remotely across multiple time zones and internationally
Designed and implemented secret missions in the Pale Heart which unlocked more abilities in the new Prismatic subclass introduced in The Final Shape
Maintained up to date and accurate activity documentation and supporting information
Bethesda Game Studios:
Starfield, Fallout 76 - Game Designer
October 2019 - December 2022
Contributions and Skills Learned
Skills Design and iteration on Starfield
Took on Systems Design responsibilities and expanded my skills and capabilities after a key departure
Designed and implemented Target Lock feature for space combat
Managed massive file structures and complex data forms for all ship modules and their documentation in Confluence and Excel
Balanced Spaceship combat to support narrative goals
Interfaced with many other disciplines to implement Spaceship content at high quality bar
Maintained and balanced Fallout 76’s Battle Royale mode and implemented multiple seasonal and event-oriented updates
Seasonal level design and decoration of Fallout 76’s battle Royale mode public spaces
Supported Fallout 76’s engine development team with usability testing
Worked remotely with other studios across multiple time zones
Bungie:
Destiny 2: Warmind, Destiny 2: Forsaken, Destiny 2: Season of the Undying - Designer
Destiny 2 - Associate Designer
January 2016 - October 2019
Contributions and Skills Learned
Level designed two new combat areas on the Titan destination
Public Event and public ecosystem design
Designed, scripted, and implemented open-world adventures from conception to completion
Incorporated a variety of themes and gameplay, including boss fights, with a proprietary engine and text-based scripting language
Designed events and long-term player investment systems design
Designed, scripted, and implemented nine new silent events in public spaces
Designed and implemented end game content, bringing the Wanted bounty system to all pre-Forsaken destinations
Assisted implementation of hidden content for the endgame raid Last Wish Wall of Wishes
Created documentation on a proprietary engine, including tutorials and workaround solutions to problems found with engine development
Repurposed and kitbashed assets to create new experiences with existing assets
Disney Interactive, Avalanche Software: Disney Infinity 3.0 - Level Architect Intern
Disney Interactive, January 2015 - December 2015
Contributions
Designed layout, scripting, implementation, and optimization of Hall of Heroes content
Level Designed Toy Box Hub levels “Heroes Ascension”, “Urban Brawler”, and “Paintball Monstrosity” from conception to completion
Designed systems required for randomized platforming elements with more than a thousand unique combinations
Prototyped and modularized new game play features and mechanics
Personal/Side Projects
Spacebar Pittsburgh, 2023
Experience, Unreal Engine 5.1
Created window to space set in a fictional spaceship utilizing Unreal Engine on custom built hardware
Cinematics, scripting, world design, blueprint editing
Iterated on content and systems with client feedback and extensive testing
Provided continuing support and new content drops
“Grimoire Rock“
Single Player Mission: Elder Scrolls V: Skyrim
Created unique floating island environment
Scripted enemies with unusual and exciting abilities
Created interesting and exciting elemental environment
2 months, 2012
“Licence to Drill"
Multiplayer Map (CTF) Unreal Tournament 3
Created a visually exciting and cohesive environment
Scripted environmental hazards and interactive elements
2 months, 2013
Midgard Saga
Isometric Tactics/Strategy Game
Made with UDK
Student Team of 15
Role: Level Designer/World Builder
Created visually distinct and interesting fantasy environments
Created and modified particle systems, materials, and meshes
Responsible for Lighting
Assisted in game conception/balance
Game balance/user testing
June 2013 – December 2013
Remnant
1st Person Shooter
Made with UDK
Student Team of 10
Role: Level Designer/World Builder
Created visually distinct and interesting post-apocalyptic environments
Assisted in conception and creation of multiplayer map
Creatively used limited assets in unique ways
Lighting
Assisted in game conception/balance
User testing
January 2013 - May 2013
Untethered
2D Sidescrolling Platformer
Made with GuildEd
Student Team of 5
Role: Level Designer
Designed puzzles and platforming environments
Concepted gravity mechanic/game theme
Concepted game trailer for exhibition
Game balance/user testing
September 2012 - December 2012
Education
Master of Interactive Technology
Concentration in Level Design
The Guildhall at SMU
Plano, TX
August 2012 - May 2014
Bachelor's of Science
Emergency Management
The University of North Texas
Denton, TX
August 2006 - May 2010