Nichola Humphreys
-*********@*****.***
-https://nichola486.wixsite.com/nicholahumphreys
PROFILE
Creative and versatile Game Designer with 4+ years of experience across AAA, mobile, and indie game development. Skilled in designing and prototyping engaging gameplay systems using Unreal Engine and Unity, with a strong eye for detail and a solid grasp of game design's visual and technical aspects.
Known for excellent communication and collaboration skills, fostering strong cross-disciplinary relationships to bring design visions to life. Passionate about crafting memorable, player-driven experiences across diverse platforms and genres. SKILLS
-Development: Implementing gameplay features, quest beats, grey boxes and blueprints. Experience with Unreal Engine 4 & 5, Unity, Blender and Adobe Creative Suite. Frequently balancing gameplay features in-engine based on internal and external feedback.
-Management: Using a variety of organistion tools to efficiently build a feature from concept to prototype. Proficient in tools such as Microsoft Office, Google Workspace, Jira, GitHub, Confluence and Perforce.
-Collaboration: Efficiently communicating across multi-disciplinary teams, both in-person and remote. Using communication tools such as Zoom, Miro, Slack, Microsoft Teams and Discord.
EXPERIENCE
Game Designer, Segritude Games
April 2025 - Present
-Combat: Designing character behaviour based on concept art. Game Designer (Contract), PlayEmber
January 2025 - February 2025 (1 month)
-Research: Playtesting and analysing data from competitor mobile games. Iterating gameplay features based on A/B tests.
-Economy: Designing gameplay systems and in-game economy for mobile games with a focus on maintaining player retention and boosting ad revenue.
-Characters: Assigning classes, statistics and descriptions to playable characters, based on pre-existing art assets.
Junior Game Designer, Sharkmob London
July 2021 - November 2024 (3 years, 4 months)
-Working alongside the London and Malmo teams to deliver the vertical slice for Exoborne, and creating a prototype for the MMORPG AAA project. Building test gyms to simulate the larger game world and test gameplay features. Contributed towards Vampire: The Masquerade – Bloodhunt, Exoborne and a fantasy MMORPG AAA project. Regularly playtesting all 3 projects.
-Driving content design and implementation, with the most prevalent tasks including:
-Documentation: Creating game design documents for gameplay features and quest beats. Additional documentation included UE5 implementation guides/tutorials.
-Quests: Designing and implementing dynamic, repeatable content. Working alongside engineering, level design and narrative to establish engaging, open-world content.
-Dialogue: Working alongside the audio team to implement audio triggers and subtitles during player exploration within an open-world environment.
-Vehicles: Prototyping vehicle upgrades and combat. Balancing gameplay variables to deliver a believable, yet engaging vehicular experience. EDUCATION
BA Games Design, University of Arts London
-Awarded First Class Honours (September 2017 - July 2020) ACHIEVEMENTS
PC Gamer: A written article by Ted Litchfield about ‘Don’t Ruin a Funeral’, a group game submission as part of the GMTK 2022 game jam.
-https://www.pcgamer.com/youll-never-guess-what-you-can-do-at-a-funeral-in-dont-r uin-a-funeral/
UAL Prospectus 2021/22: Board game featured on the front cover of an internal magazine published by the University of Arts London to showcase their student courses
-https://www.instagram.com/p/B_xPDYVpjJq/?utm_source=ig_web_copy_link