Resume


Contact

Email: erikvaughn1@gmail.com


Skills

Design:

  • Public Spaces Development and Design

  • Ritual Play and Event Design

  • Encounter Design

  • Systems Design and Game Balance

  • 2D/3D Level Design

  • Single/Multiplayer Design

Scripting:

  • Proprietary Visual and Text-Based Scripting Systems

  • Lua

  • Blueprint

  • Papyrus

  • C#

Development:

  • Agile Scrum

  • TFS/JIRA

  • Perforce

  • Documentation/Confluence

  • Rapid Prototyping

  • People Development

Engines:

  • Proprietary Engines

  • Unity

  • Unreal Engine 5

  • Creation Kit




Software:

  • Maya

  • Notepad++

  • Photoshop

  • Visual Studio

  • Microsoft Office

Professional Experience

Bungie:

Destiny 2: The Final Shape, Season of the Deep - Senior Designer

January 2023 - Present

Contributions and Skills Learned

  • Provided activity design support for Season of the Deep’s 6-player Salvage activity

  • Designed and implemented linear activity content for The Final Shape from conception to shipping at a high level in a short time

  • Designed and implemented open world activity content for the Final Shape

  • Helped Design and Implement several new systems and content for new activity type

  • Took ownership of orphaned content and brought it to shipping quality

  • Maintained up to date and accurate activity documentation and supporting information to facilitate other disciplines working with me

  • Interfaced with and collaborated with Audio and Narrative teams to maintain narrative cohesion with other linear activity content

  • Co-Designed, scripted, and implemented seasonal systems-driven activity

  • Integrated with Design Teams remotely across multiple time zones and internationally

  • Secrets design


Bethesda Game Studios:

Starfield, Fallout 76 - Game Designer

October 2019 - December 2022

Contributions and Skills Learned

  • Stepped into Systems Design with Skills implementation/design/iteration on Starfield

  • Adapted to new role and expanded my skills and capabilities after a key departure

  • Designed and Implemented several new systems for space combat

  • Managed massive file structures and complex data forms for all ship modules and weapons and their documentation in Confluence and Excel

  • Balanced Spaceship Combat

  • Interfaced with Art, Design, and Programming teams for Ships design, implementation, and iteration

  • Designed, scripted, and implemented multiple seasonal and event-oriented updates to Fallout 76’s Battle Royale mode, Nuclear Winter

  • Implemented new weapons and new ammo systems for multiple updates in Fallout 76’s Main Story Mode

  • Supported Fallout 76’s engine development team with usability testing and modification creation/deployment for Private Server Worlds

  • Integrated with and supported Austin, Montreal, and Rockville BGS Systems Design Teams remotely

 

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

  • Designed, scripted, and implemented open-world adventures and their Heroic versions from conception to completion, taking place on multiple destinations with a variety of objectives and combatant races

  • Incorporated a variety of themes and gameplay, including boss fights, with a proprietary engine and text-based scripting language

  • Designed, scripted, and implemented nine new silent events in the public spaces, bringing the Wanted bounty system of the Tangled Shore to the vanilla Destiny 2 destinations

  • Designed, scripted, and implemented end game content to further bring the Wanted bounty system to all pre-Forsaken destinations

  • Assisted in implementation of hidden bonus content for the end-game Last Wish Raid

  • Stepped into the role of investment and ritual design to assist and facilitate the ritual game of Destiny 2: Forsaken

  • Interfaced with many other departments and partner studios in multiple time zones to create quality content

  • Created documentation on a proprietary engine, including tutorials and workaround solutions to problems found with engine development

  • Massed out two new combat areas on the Titan destination

  • Designed and wrote quests for early versions of the Red War campaign

  • Utilized open-world systems to facilitate organic interactions and intersections with Public Events and Open-World Activities in an online multiplayer game

  • Repurposed and kitbashed assets to create new experiences with existing assets

  • Public Event and public spaces design

  • Community Event and ritual play design

 

Disney Interactive, Avalanche Software: Disney Infinity 3.0 - Level Architect Intern

Disney Interactive, January 2015 - December 2015

Contributions

  • Designed layout, scripting, and implementation of Hall of Galactic Heroes from the ground up

  • Designed layout, scripting, and implementation of new areas of Hall of Heroes and Hall of Superheroes

  • Updated, optimized, and added new areas of existing Hall of Heroes and Hall of Superheroes

  • Designed Toy Box Hub levels "Heroes Ascension," "Urban Brawler," and "Paintball Monstrosity" from conception to completion

  • Designed specific systems required for randomized platforming elements with more than a thousand unique combinations

  • Scripted combat encounters

  • 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

  • Cinematics, scripting, world design, blueprint editing

  • Iterated on content and systems with client feedback and extensive testing

“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