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