Ben Shoesmith
Game Designer

Based in Knaresborough, UK
Professional and Experienced Remote Worker

Work Experience

Ultimate Sackboy
Intermediate Designer

Exient Entertainment - Remote - Unity

Responsibilities

01

Primary Level Designer

Created and maintained over 1,100 individual level sections, having created over 800 of them myself.
Also designed and implemented a difficulty progression and challenge map for the levels to follow in order to provide progressive challenge to players of all abilities.
02

Sole Matchmaking and Economy Designer

Maintained a legacy matchmaking system while designing improvements to it to deliver greater accuracy and quality in matchmaking. I monitored the performance of the Matchmaking system in our game analytics and identified and designed necessary improvements to deliver on KPIs.
Ensured changes made to any part of the game considered their impact on the game economy and provided solutions that provided the key goals of additional designs while maintaining a balanced economy.
03

Sole Technical Designer

Handled any design that involved technical design, such as formula designs, high-level design pseudocode translation, physics-impacted designs, and other maths related designs.

Lemmings
Junior Designer

Exient Entertainment - Remote - Unity

Responsibilities

01

Strike Team

Part of a small team tasked with implementing features to Lemmings, taking designs from the idea stage to being fully implemented in single sprints.
02

Level Designer

Joined other designers in designing levels for the medium-difficulty area of the game.
03

Assistant QA Tester

Assisted QA in creating test features and testing game updates to ensure they were secure and bug-free.

Match Harmony
Junior Designer

Exient Entertainment - Remote - Unity

Responsibilities

01

Game Mode Designer

Designed the "Beat Drop" and "Escalating Tempo" game modes.
02

Replayability Incentive Designer

Designed ways of increasing player retention and improving player drop-off.

Values, Goals, and Philosophy

I feel that compassion plays a big part in the long term success of any project. The balance between compassionate leadership and delivering results is a hard line to tow, but a fruitful one if towed successfully.
Hard work, self-discipline, and an unsatisfiable desire to improve have allowed me to progress to where I am now, and I know will take me to unrecognisable levels in the future. Such development is driven by a love of games and the need to provide fulfilling gaming experiences to players akin to the experiences that have warmed my memories.

Skills

I possess a wide variety of skillsets and am actively developing existing skills while expanding my skillset through disciplined challenge and study in my spare time.

Technical Design

Adopting a matchmaking system and economy with minimal assistance at Exient for Ultimate Sackboy has allowed me to challenge myself in the area of Technical Design, and pushed me to deliver high-quality results in short timeframes that impact a live game. My expertise in Excel and Google Sheets allowed me to also create a simulated economy and player progression experience to identify potential pain points in the player journey.

Level Design

Turning what was originally a short-term task into my own area of Ultimate Sackboy that I'm solely responsible for has allowed me to strongly develop my level design abilities and create guidelines for future level designers on the game to follow in order to deliver levels of the highest quality.

Player Incentive Design

Brimming with passion for this aspect of Game Design, I have an excellent understanding of what drives players to return to games.

Unreal Engine and Unity

In my university studies I became very familiar with Unity and Unreal Engine, learning to code in C# and C++ and utilise these skills to produce prototypes. I favour Unreal Engine and am particularly skilled in blueprinting as well as creating widgets.

2D Digital Art

I started my journey into digital art during secondary school where I made Youtube artwork for friends. From there I have progressed to creating high-quality concept art pieces, callout sheets and accurate readable design document mockups.

Program Skillset

Unity
Unreal Engine 4/5
Excel/Google Sheets
Confluence
Jira
Perforce
Github
Photoshop
Personal Projects

Personal design and development work I've done since graduating

Gamespace Terminal UI (WIP)
UE5 Blueprinting

By applying a camera view of a widget to a material and applying that material to an object I've been able to create an immersive computer interaction for players where the last screen they entered will remain once exited. With a working audio player, template image and text documents and the ability to download files to access them at different computers using a CSV collectible sheet, this prototype is close to finished with just some minor polish left to complete.

AI Enemy Patrol, Investigate, Search, Chase and Attack Sequences
UE5 Blueprinting and Behavious Trees

Jumping into behaviour trees and AI blueprints has helped me to learn the intricacy and abundance of edge cases in design and development of AI characters. This system needs some perception adjustments in order to work as intended, however, currently this Behaviour Tree allows a character to detect using sight and hearing, search design-chosen points of interest in a network of level areas, search lockers and other hideable objects for the player, and chase and attack the player.

Asset Activation Through Terminal UI
UE5 Blueprinting

I created a network of systems that communicate to allow players to activate power to all powered assets within particular rooms of a level. The system uses the same widget setup as the Gamespace Terminal UI. When power is chosen for a room, the total allocated power is shown and the map shows rooms with and without power. This example shows that toggling the "Lobby" button turns the light by the terminal on and off.

CSV Collectible List and Save Game Systems
UE5 Blueprinting and Behavious Trees

Using a CSV file I populated a data table with collectible structures. When collectibles are obtained, a game instance Save Game event is called, saving the updated collectible data to a save slot. The data table is set up so that additions to the CSV file can be reimported and the data table will update. These collectibles can be picked up as objects in the game world or downloaded from the Gamespace Terminal UI system.

To view more of my work, including:
  • Multi-style Combat System
  • Optimised seed-generated online leaderboard endless runner
  • Replayability-Incentive Stealth Game with online leaderboards
And more...
Personal Projects

Photoshop 2D Art

A little bit more about me

Here is some more information about me as a person, as well as some quotes from people who I have worked and studied with.

Studied BSc Games Programming at Teesside University from 2015-2019. Graduated 2019.
Studied MA Game Design at Teesside University from 2020-2021. Graduated 2021.

Joined Teesside Wildcats Cheerleaders in 2018 where I competed in 7 competitions, winning 3 and captaining my own high-level stunt group.

A huge jump out of my comfort zone that pushed me physically and mentally to great heights and required quick decision making, communication, and ownership to succeed.

I'm fascinated by productivity psychology and trying to understand how different methods of productivity impact people differently. I study this regularly and experiment on myself with different methods of accountability and productivity with the goal of improving my effectiveness in all tasks in the future.

Some ideas I've put to practice are making my life into an RPG style game, with points and rewards redeemable for particular successes. I also was renown in my circles for achieving over 100 hours of productive work a week for 4 weeks before then crashing - a great experience, but one I will not be revisiting any time soon.

"Ben has a really positive attitude and regularly shows he really cares about the game."

Scott Rombach

Lead Designer, Exient

"Ben has a bubbly personality and makes work more fun for those he's involved with while maintaining professionalism."

Anonymous Peer Review

Exient

"He genuinely cares about the game being the best it can be and pushes to improve his work through his designs. He's quickly becoming someone I can depend on to deliver in a timely manner.

Scott Rombach

Lead Designer, Exient

Get in touch!

Now you know a bit more about me, let me know if you think I'd be a good fit for your team!
benshoesmith96@gmail.com
07944 781831