Game Design
& Design Leadership
Dylan is a game designer actively exploring the intersection of play, persistence, freedom, and social interaction. Between his work as a game designer and an audio engineer, he brings nearly two decades of experience in the entertainment industry, collaborating with teams on everything from independent art projects to large, international releases.
My previous webhost was recently hacked, and I am still in the process of rebuilding my portfolio site. Please bear with me during this process, and absolutely feel free to contact me and ask for something you’d like to see examples of but don’t. Additionally, I am more than happy to hop on a call to talk through any of the projects listed here.
Portfolio
Dynamic Missions
A dynamic, emergent mission generation system for Project Atlas - an extraction shooter by CCP Games
Triglavian Invasion
A two-year narrative arc told through live events and system updates to EVE Online. This provides an overview of the project, and details the long-form planning, adaptation, and iterations we made.
Ship Salvaging
A mini-game design where MMO players salvage derelict space ships via exploring them. Designed for Citadel - a sci-fi MMO by Yee-Haw Monster Trucks.
Volley Solitaire
An experiment in utilizing voice and touch control for a game on Alexa screen devices. It resulted in the highest player retention of any Volley game, and Amazon frequently requested to feature it as Game of the Week.
Explore
Discography
Dylan was an audio engineer before he was a game designer. This is a curated list of the records he contributed to during that time.
Selected Titles
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Citadel
YHMT’s flagship title: a competitive, social MMO built around a player-fed economy. As Game Design Director, I focused a sprawling game concept into a clear vision with actionable priorities, milestones that de-risked key gameplay concepts, and builds that could be presented to investors and players.
(PC)
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Volley Solitaire
An experiment in utilizing voice and touch control for a game on Alexa screen devices. I led design from R&D to soft release, where it resulted in the highest player retention of any Volley product by approximately 5x.
(Alexa)
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Jeopardy!
The classic gameshow, now as a smart-speaker experience. I contributed to its live-servicing by re-designing core systems (matchmaking, etc) and reworking user flows and other features to both improve the player fantasy and increase retention.
(Roku, Alexa)
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Song Quiz
I led an overhaul of Volley's flagship title. I focused on increasing multiplayer dynamics with new PvP mechanics, creating a safer testing ground for new mechanics in the form of a second, "alternative" game mode, and improving content curation in order to better match musical tastes and difficulty levels.
(Roku, Alexa, Fire TV) -

EVE Vanguard
An extraction shooter set in the universe of New Eden. As one of four designers, I helped push Vanguard—then "Project Atlas"—over the line into greenlit status. This was the first time in over six years that CCP greenlit a project. I sadly then needed to leave for family reasons, but during my tenure I owned design of meta-game, progression, and mission systems.
(PC, Console)
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EVE Online: Zenith
Following the highly-successful “Invasion” arc, my co-designer and I were tasked with creating evergreen content out of the mechanics and systems we had developed. This resulted in a true game expansion, complete with new play spaces and content that still comprise a highly-popular aspect of the game.
(PC)
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EVE Online: Invasion
A two-year event arc for EVE Online which I co-designed with my design partner. It reshaped the game world, and introduced more emergent systems and dynamic content that would eventually be adapted to become evergreen features. During the height of this arc, we saw EVE’s highest concurrent user count in five years and engaged close-to-record percentages of the active player base.
(PC)
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Revolutionary Choices
An educational browser game that puts players in charge of The American Revolution. As its lead level designer, I meticulously researched and filled it with hundreds of moments and decision points pulled from actual history.
(Browser)
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Breathe Free
An NIH funded free-to-play mobile game exploring how games can be used as part of a unique smoking cessation approach. Core gameplay featured a mix of gem-matching and tower-defense mechanics. As lead level designer, I meticulously designed and balanced hundreds of levels, enemies, and player abilities.
(Mobile)