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Zane Draper

Senior Game Designer

Senior Technical Designer

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Zane Draper

Senior Game Designer

Senior Technical Designer

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3 AAA Projects @ LBI

August 7, 2025 Design, Scripting, Work by ztdraper@gmail.com
3 AAA Projects @ LBI

AAA FPS #1 (Unannounced)

Technical Game Designer

This position marked my entry into LBI, where I leveraged my programming background to immerse myself in UE blueprints. I took on the responsibility of prototyping numerous features, focusing on character controls, combat mechanics, and cinematic elements. I acted as feature owner on these topics in collaboration with Art, Engineering and SFX.

  • Implemented tools and solutions in UE4 for Level and Gameplay Design needs
  • Balanced combat and weapons to approach desired engagement difficulties and lengths
  • Prototyped features/elements that represented core level requirements

AAA FPS #2 (Unannounced)

Combat / Technical Game Designer

Following my completion on my initial project at LBI, I transitioned to this second title to address the demand for expertise in weapon development and combat balance. This role involved extensive prototyping and active participation in ongoing team playtests. Additionally, I consistently peer-reviewed the combat-related work contributed by my colleagues.

  • Designed 6+ weapon types/systems, with a focus on combat integration and balance in Unreal Engine 4
  • Prototyped 12+ new weapons, including iterative improvements to final shippable quality
  • Compiled and integrated feedback from team wide playtests

AAA Colony Sim (Unannounced)

Gameplay / UX Designer

In my final role at LBI, my emphasis shifted towards concept development and documentation. I delved into the elaboration of both core and peripheral features, pitching each to leadership and engaging in iterative implementation in collaboration with Art and Engineering teams. Alongside this, I dedicated substantial effort to enhancing the user experience (UX) for various game elements.

  • Designed and refined 4 core systems in collaboration with Engineering and Art teams
  • Worked with UI artists to codify UI/UX standards and refined the user experience for 5+ existing game features
  • Owned, playtested and refined the games 3 C’s (Character, Controls, Camera) in Unreal Engine 5
  • Point of contact for all owned features, and pitched and collaborated with leadership for feature implementations

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Tags: CombatDesignTechnicalUnreal Engine

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