A more robust portfolio is coming soon. For now, here's a playlist of trailers for games that I've worked on.
Alex Kerr, Game Designer
Portfolio
Abbreviated CV
Game designer with 10 years of experience across console, mobile, web, and other platforms. (LinkedIn)
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Current project:
Wasteland 3 (inXile Entertainment)
Sequel to the acclaimed Wasteland 2, successfully funded on FIG.
Read all the details on our about page.
My role: Level designer
Selected past projects:
Level Design (Product Owner): Managed the creation of over 200 top-down levels for the franchise’s first mobile title, named one of Metacritic's "20 Best iPhone and iPad Games of 2016". Trained and mentored junior members on the level team.
Client: Sony / Insomniac
An award winning, BAFTA-nominated companion game released alongside the Resistance 3 console game. A unique take on the companion game genre with its focus on large-scale, real-time collaborative strategy and strong connection to the console game. Learn more about the design of Global Resistance from the GDC presentation "Take Your Companion Game to the Next Level."
My roles
Companion App for Ubisoft's Splinter Cell Blacklist on consoles
My roles
My roles
Writer: Created, implemented, and tested thousands of text strings ranging from voiced dialogue to loading screen tips.
Junior designer: Scripted, implemented and tested in-game conversations.
...and many more.
Uncharted: Fortune Hunter (Ludomade / Playspree)
Platforms: iOS, Android | Ludomade | Client: Sony / Naughty DogLevel Design (Product Owner): Managed the creation of over 200 top-down levels for the franchise’s first mobile title, named one of Metacritic's "20 Best iPhone and iPad Games of 2016". Trained and mentored junior members on the level team.
Far Cry 4 Arena Master (Ludomade)
My Roles
- Product owner for Progression, Economy and Combat balance:Worked with teammates to craft choices and rewards consistent with Far Cry 4’s universe, with combat and progression crafted specifically for mobile.
Global Resistance (Soap Creative)
An award winning, BAFTA-nominated companion game released alongside the Resistance 3 console game. A unique take on the companion game genre with its focus on large-scale, real-time collaborative strategy and strong connection to the console game. Learn more about the design of Global Resistance from the GDC presentation "Take Your Companion Game to the Next Level."
My roles
- Content Creation (product owner): Created missions, content, and new Resistance franchise “lore".
- Live ops (product owner): Oversaw management of the game's economy and key variables to keep the "war" fun and fair for both sides.
- Game design: Proposed and workshopped key gameplay systems from pitch through launch.
Splinter Cell Blacklist: Spider-Bot (Soap Creative)
Client: UbisoftCompanion App for Ubisoft's Splinter Cell Blacklist on consoles
3 game modes: Arcade, Stealth, Twin-stick shooter
My roles
- Level Design (Product Owner): Lead level designer for Arcade and Stealth modes.
- Game design: Proposed and workshopped key gameplay systems from pitch through launch.
Marvel: Ultimate Alliance 2 (Activision / Vicarious Visions)
Platforms: Xbox 360, Playstation 3My roles
Writer: Created, implemented, and tested thousands of text strings ranging from voiced dialogue to loading screen tips.
Junior designer: Scripted, implemented and tested in-game conversations.
...and many more.
- Game design product owner on dozens of projects across multiple platforms and genres. Details for specific projects available upon request, but are subject to the limits of various NDAs.
- Other roles on other games, including The Wolverine Experience, which required custom hardware and launched in multiple territories.
- Authored documentation for internal and external purposes, including responses to RFPs.
- Clients included Sony, Ubisoft, EA, Activision, Marvel, Lucasfilm, Disney, Lionsgate, and others.
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