Caleb Doughty

Video Game Designer

Experience

Wearer of many hats

Over the 17 years of working in the game industry, I’ve held 6 different titles on 15 unique projects.

Scripting

I’ve used text-based and node graph scripting languages within multiple engines on shipped titles.

I extensively used LUA during my time working in the Halo engine, and Python before that at Amaze. Blueprint style node scripting has been a mainstay in a number of engines I’ve used over the last 17 years, starting with the Inferno engine at Amaze and most recently Synapse engine at Blizzard.

Gameplay Design

Gameplay Design is a very broad term that includes everything from mission structure to weapon balance and progression systems to encounter design.

I’ve produced designs for game economic models, weapon balance Excel sheets, and reward maps for open world games. I have extensive experience creating paper designs for brawler and shooter type games.

Level Design

Moving from a design pitch, I’ve built numerous white box levels in multiple engines. I first started in brawler level design, followed by mini-game arenas and arena shooters.

I love white box design where the only limits are player metrics and engine poly limits.