Hi I'm James Quigley,
Twitter: @quigjam2
LinkedIn: linkedin.com/ln/quigjam
Iron Galaxy Studios (2022 - Present)
- Team Size: Studio
- Current Role: Associate Technical Designer
Unnamed Third Person Game (2024)
- Worked embedded on the QA team. Owned weekly testing of game maps as well as exploring related game features
- Communicated issues with QA and dev feature owners for verifiction and esclation
- Improved development pipelines by working with QA and production to implement "testing spotlights" into sprint planning
Unnamed Survival Game (2024)
- Worked as a Technical Designer focused on creating AI systems in Blueprints and C++
- Researched how comparative games layout AI systems. Extended Unreal Engine's built-in AI classes to create new AI tools and an expanded AI architecture
- Worked with Designers and Engineers to integrate AI architecture with gameplay and multiplayer systems. Overrided Unreal Behavior Tree systems to create complex AI behavior
Teamfight Tactics (2023)
- Worked as a Technical and Systems Designer embedded on a live balance team for Sets 8, 9, and 10.
- Collaborated with game designers, QA experts, and data analysts to test game balance and make changes on a regular patch schedule.
- Participated in the design, iteration, and implementation of new features including Set 8's Corrupted Carousels, Set 9's Legends, Portals and Set 10's Headliners.
- Owned the design of a recommendation system focused on increasing approachability to new players.
- Pitched gameplay changes for problematic features after release and reworked features for improved game balance.
- Surveyed social media and community voices such as streamers and pro players to identify potential gameplay issues.
Unnamed Mobile Game (2022)
- Worked as a Technical UI Designer implementing player lobby menu elements using Figma, Photoshop, and a proprietary game engine.
Cold Blooded (2022)
Project Details
- Team Size: 9
- Role: Technical Designer, Enemy Designer
- Duration: 3 months
- Platform: Windows, Mac
- Genre: FPS, Action, Horror
An first-person shooter, action, horror game where you scavenge for supplies and fight a dangerous alien monster.
- Created custom editor tools to automate enemy path creation and art asset conversion. Interfaced with level designers and artists to improve content authoring workflows.
- Owned the design of the AI, creating enemy behaviors in C# to provide dynamic answers to player actions.
- Wrote design documentation with clear technical details and worked with programmers to ensure proper mechanic implementation.
- Pitched, designed, and prototyped game systems for secondary objectives, environment interaction, and un-guided tutorialization.
- Communicated with animators, technical artists, sound designers, and programmers to improve enemy implementation based on player feedback.
Afterworld (2021)
Project Details
- Team Size: 3
- Role: System Designer, Layout Artist, Producer
- Duration: 9 months
- Platform: Print
- Genre: Tabletop Roleplaying Game
Recognitions:
Kickstarter Zinequest 3 Participant
Received more than 5 times the initial funding goal
A light card-based tabletop roleplaying game, where the players can easily pick up the game and embark on weird post-apocalyptic adventures.
- Designed rules for conflict resolution, character creation, injury, and equipment. Communicated ruleset to players using clear examples and explanations when needed.
- Organized and ran playtesting sessions by writing briefs for participants and feedback questionnaires. Produced early print versions of the game and iterated on visual design and rule set based on playtester feedback.
- Pitched, designed, and prototyped the game's systems, experimenting with roll balancing, character options, and resources for running the game.
- Designed, crowd-funded, developed, published, and distributed a 55 page commercial zine game as digital and physical copies.
- Managed deliverable schedules and meetings using an agile scrum methods. Wrote and distributed press releases and communicated progress to customers.
Cardware (2021)
A card-based stealth strategy game, where the players eliminate robot enemies using a variety of abilities and use parts to upgrade their character in a human-less future.
- Owned the developed of tools for rapid level and card creation allowing level designers and artists to easily iterate and implement new levels and abilities.
- Scripted statistical tests using Excel to manage and identify potential problems with game balance.
- Developed reusable, scalable code for map creation, character behaviors, and combat systems.
- Produced a non-digital prototype of the game so level designers could iterate early in the development cycle.
- Pitched, designed, and prototyped potential game features and interactive level elements
The Borderline Effect (2020)
Project Details
- Team Size: 7
- Role: Technical Designer, Programmer, Producer
- Duration: 4 weeks
- Platform: Windows, Mac
- Genre: Puzzle
Recognitions:
MSU - Most Innovative Award, Most Fun Award Runner Up
A first-person physics-based puzzle game, where the players manipulate objects between different dimensions to solve a series of puzzles in a forgotten laboratory.
- Created interactive level elements for level designers to implement throughout the game's puzzles
- Owned core mechanic development of switching and manipulating objects between dimensions
- Developed audio queues to serve as guides for player progress throughout the game
- Communicated with level designers, programmers, and artists to create a united vision for the project
- Reviewed and refactored code from multiple different programmers and designers to maintain consistent development standards
Remedy (2020)
Project Details
- Team Size: 5
- Role: Designer, Programmer, Producer
- Duration: 5 weeks
- Platform: Windows, Mac
- Genre: Platformer
Recognitions:
MSU - Most Innovative Award
A 2D platformer game, where the players use a variety of abilities to navigate
- Pitched and Prototyped game systems related to combining platforming game elements with visual novel storytelling
- Worked with artists to implement all art and animations with gameplay behaviors
- Combined 6 different movement abilities and environmental obstacles to create unique levels with varying difficulty
- Organized and ran playtesting sessions by writing briefs for participants and feedback questionnaires.
Project Snapshots
A bit unfinished, a bit random. The following are select snapshot of projects that help show the range of my passion and experience
Draft Diff (2021)
A tool developed using Unity that helps coaches draft for competitive League of Legends. The tool provides recommendations of for counters and synergies for different champions. Coaches can easily search by role, range, composition, or flip between their own premade drafts. I am actively working on DraftDiff and to start alpha testing in early 2022.
Itch.ioIsotopolis (2021)
A game developed for the National Cyclotron Laboratory to educate primary school students about particles physics. I lead the development on the revision of the original release and a new, unannounced game title. Isotopolis is released on Android and IOS and actively used with MSU's science outreach curriculum.
Play IsotopolisEmpathic Games Initiative (2020)
A student driven grant program at Michigan State University's College of Communication Arts and Sciences. The project consisted of 5 games created by Michigan State Students to provide knowledge about specific populations and was featured as an exhibit at the Detroit Science Gallery.
5e Doctor Class (2019)
A nonmagical, utility class for 5e Dungeons and Dragons. A fully homebrew class to fill a hole I felt was in 5e's character class options. Includes three different character archetypes to support offensive, supportive, and utility playstyles. I am activily playtesting the Doctor and hoping reach a final revision in early 2022.
Itch.ioAbout Me
Hi I'm James, a game designers from Orlando, Florida. From my earliest memories, I have always been captivated with video games and the unique experiences they can convey. My favorite games have been those which pull the user in with thematic mechanics like Spiderman, Cyberpunk 2077, League of Legends and Dungeons and Dragons.
I've spent the last year at Iron Galaxy Studios on AAA live-service strategy game for 2 major seasonal releases. Working as an embedded designer in my client companies' live balance team, I've been able to apply my past esports and UX experience to help bring improvements to millions of players at all skill levels. In collaboration with the visuals team, I've led the design of UI features that help improve the new player experience by providing accessible strategic recommendations.
My background as a software engineer allows me to easily communicate technical concepts and understand code at a lower-level than most other designers. I believe great games are an active conversation between the player and developer. I decided to pursue a Master's degree Michigan State University in Interactive Media with a focus on serious games and accessibility design to learn how to create games everyone can enjoy. In my free time, I independently create content for the Tabletop Roleplaying Game community. I love Tabletop Roleplaying games because of how they allow players to embody new experiences and avatars with almost absolute freedom.
When I'm not tinkering away, you can find me out searching for new experiences. Whether hiking, scuba diving, or finding some weird and unknown place in my local area, I love exploring and discovering inspiration in unconventional places.