Scott Hafner: Senior Level Designer
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The Outer Worlds: Peril on Gorgon by Obsidian Entertainment
Release Date: September 9th, 2020
​Genre: First Person Single Player Sci-Fi RPG

Platform: XboxOne, PS4, PC

Role: Senior Level Designer


​Job Responsibilities Include:
  • Was the Senior Level Designer in charge of the Gorgon Asteroid outdoor over world for Peril on Gorgon DLC, which serves as the main hub for Peril on Gorgon's content.
  • Designed layout and flow of Gorgon Asteroid exterior space. Created, sculpted and blocked out the terrain for the entire area. Placed structures, environmental and gameplay assets in order to produce first playable version of the map.
  • Spawned, and tuned combat mob placement. Scripted enemy AI ambient behavior.
  • Placed gameplay assets such as containers, found items, and loot throughout the entire space.
  • Conducted optimization pass throughout the Gorgon Asteroid map to ensure solid performance on all necessary hardware formats.
  • Maintained the Gorgon Asteroid throughout it's entire development including during it's environmental art pass, fixing gamplay bugs, and working with our art team to ensure gameplay and visual standards were successfully reached. Maintained map through launch.

Please click the button below to visit my Peril on Gorgon gallery
Level Contribution Gallery

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The Outer Worlds by Obsidian Entertainment
Release Date: October 25, 2019

Genre: First Person Single Player Sci-Fi RPG
Platform: XboxOne, PS4, PC, Nintendo Switch

Role: Senior Level Designer

Job Responsibilities include:
  • Designed, built, and sculpted gameplay spaces. This includes grayboxing interiors and exteriors using BSP, asset kits and terrain generation and modification tools.
  • Designed and implemented gameplay into my built spaces. This includes enemy placement and combat tuning, player movement and area flow design utilizing physical obstacles and combat cover, designed and implemented player stealth routes through combat spaces, in-game loot and hidden chests/container placement.
  • Gameplay scripting. This includes all manner of gameplay scripting utilizing blueprints within Unreal Engine 4. This also includes setup and placement of key NPCs, key item creation, quest file creation, ambient life staging and area final polish passes.
  • Conducted optimization passes throughout my areas to ensure solid performance on all necessary hardware formats.
  • Designed and wrote conversations for in-game NPCs. Tasks include initial stubbing of NPC conversations and implementation of dialogue specific scripting utilizing proprietary software.

Please click the button below to visit my Outer Worlds gallery
Level Contribution Gallery

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Tyranny by Obsidian Entertainment
Release Date: November 10th, 2016
Genre: Dark Fantasy Isometric Single Player RPG
​Platform: PC
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Role: Level Designer 


Job responsibilities include:
  • Level concept and design, 3D Grayboxing of initial layouts of gameplay levels in Unity Engine
  • Designed and implemented area game content, this includes creature creation, creature spawning, quest creation, story development, dialogue writing, loot and item placement, ambient animation placement, gameplay balancing and testing

Please click the button below to view my Tyranny gallery
Level Contribution Gallery

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Wildstar by Carbine Studios
Release Date: June 3rd, 2014
Genre: Massive Multiplayer Online Sci-Fi RPG

Platform: PC
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Role: Senior Game Designer and Zone Lead

Job responsibilities include:​​
  • ​Managed a team of 4 content designers.  Management responsibilities include daily tasking of designers, play testing team's content and providing feedback for iteration, scheduling and balancing of team's development time to ensure on time deliverables.
  • Created and designed content for several early, mid and elder game zones.
  • Implement content and gameplay, this includes creature creation (spells and abilities), creature spawning, quest creation (trigger scripting, One-Off scripting, database editing), dialogue writing, gameplay balancing and play testing.
  • Attended weekly play throughs with Lead Content Designer to receive feedback and discuss changes and iteration to our on-going content development.
  • Created test requests of our Quality Assurance department to ensure our content is tested thoroughly and completely.
Thanks to itsALICEduh on youtube, here are some fantastic looks at three of the zones myself and my team have developed:

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Rhythm Zone by Sonic Boom Games
Release Date: July, 2010
​Genre: Music/Rhythm
Platform: PC


Role: Game Designer and Producer

Job responsibilities include:
  • Managed a team of 20 in the departments of art, programming and quality assurance.  
  • Created game design documentation detailing the games scoring system, leveling progression system, User Interface design and flow, 
  • Conducted and ran daily stand up meetings with the team to ensure tasks were evenly assigned and to ensure deliverables were on pace to be delivered on time.
  •  Presented the in-progress title to Sonic Boom directors on a bi-weekly sprint schedule.  
  • Conducted focus group testing along with our marketing team of outside gameplay participants who play tested the game and contributed feedback.

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Crimecraft by Vogster Entertainment
Release Date: August 9th, 2009
​Genre: Massive Multiplayer Online Third Person Shooter

Platform: PC

Role: Game Designer 

Job responsibilities included:
  • Created, wrote and maintained game design documentation.
  • Conducted daily playtests in order to balance and fine tune weapons and items. 
  • Participated in daily stand up meetings with satellite offices to ensure smooth communication and time efficient tasking of our out-of-studio developers.
  • Participated in play tests for feedback and iteration task creation.
  • Worked along side Vogster's Art Director in the creation of numerous assets used in game.  Some of these assets include character clothing and dress options, and also the design and creation of Crimecraft's "Gang" logos.

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Battle for the Whitehouse by Gameloft
Release Date: 2007
Genre: Mobile Mini Game Collection
​Platform: Mobile


Role: Game Designer 

Job responsibilities included:
  • Created and wrote the original game design document outlining all major features.  This document was used as the initial pitch document to management and directors for the green-light process.
  • Managed a 4 person team of artists, designers and programmers to bring Battle for the White House from document to shipped product.
  • Tasked team daily, and ensured timely delivery of all tasks and projects of team members.
  • Play tested and submitted feedback and iteration notes to the team.
  • Conducted several interviews and hands-on demonstrations with the mobile gaming press for gaming websites and magazines.
  • Worked along side Gameloft's Art Director and Lead Designer to ensure final product was an enjoyable experience and matched Gameloft's high deliverable standards.

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American Popstar by Gameloft
Release Date: November 2007
Genre: Mobile Rhythm Mini Game Collection/Social
Platform: Mobile

Awards:  IGN's Wireless Game of the Month, November 2007

Role: Game Designer

Job responsibilities included:
  • Implementation and scripting of in-game cinematic sequences.
  • Maintained game design documentation.
  • Fixed bugs and created game play scenes using in-house proprietary scripting software.
  • Worked under Gameloft's Lead Game Designer and addressed any feedback or iteration notes from his or director play throughs.

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Gameloft
​Genres: Racing, Action, Puzzle, Mini Games, RPG, Adventure, Platformers
​Platforms: Mobile


Role: Senior Quality Assurance Tester

Job responsibilities included:
  • Daily tasking of staff level Quality Assurance Testers.
  • Wrote and created full test plans for each game assigned to me.  These test plans involved step-by-step testing instructions and acceptable criteria for all content, systems, menu flow and art direction in each game.
  • Play tested each assigned game and created bug reports and feedback tasks for the appropriate department whether it be programming, art, design or audio.
  • Facilitated communication between all departments in-house by attending QA Sync up meetings with other departments.
  • Credited in over 50+ mobile titles as Senior Quality Assurance Tester.




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