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JAMES WITCOMB

GAME DESIGNER
Currently Associate Game Design Director at Criterion Games (Electronic Arts).

From pitch to post-release, I have developed a comprehensive design skillset from a career 
spanning multiple genres and platforms. With a proven track record of owning and delivering features to a high standard and a reputation for dependability. Experienced in empowering, coaching and leading a team of designers.
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CREDITS

2014

Worms 3

 

iOS, ANDROID

  • Level design for 30+ single player levels

  • ​UI Design

  • Post-release updates and content design

 

2014

Flockers

 

XBOX ONE, PLAYSTATION 4, PC

  • Console port controls & UI changes

 

2014

Schrödinger’s Cat and the Raiders of the Lost Quark

 

XBOX ONE, PLAYSTATION 4, PC

  • Level design for 50+ single player levels

  • Console controls

2015

Flockers

 

iOS, ANDROID

  • Built/scripted contraptions as level dressing

2015

The Escapists

 

XBOX 360, XBOX ONE, PLAYSTATION 4

  • Rebuilt prisons

  • Narrative design of NPC Dialogue

  • Escape scoring/rating system design

2016

WORMS 4

 

iOS, ANDROID

  • Level design of single player campaign missions and multiplayer maps

  • UI design

  • Economy design

  • Loot and reward system design

  • Design and balancing of new weapons

2016

WORMS WMD

 

XBOX ONE, PLAYSTATION 4, PC, NINTENDO SWITCH

  • Design of the random level generation system for multiplayer levels, and creation of the base seeds used for all levels

  • Level design of building interiors

  • Wrote new speech banks and updated old speech banks for new in-game actions

  • Weapon crafting system balancing​​

2017

The Escapists: Prison Escape

 

iOS, ANDROID

  • Controls/input design for mobile devices

  • UI redesign for mobile devices

  • Tutorial redesign & scripting

  • Difficulty rebalancing

  • Social features design

2017

Yooka Laylee

 

XBOX ONE, PLAYSTATION 4, PC, NINTENDO SWITCH

  • Level Design for mini games

2017

The Escapists 2

 

XBOX ONE, PLAYSTATION 4, PC, NINTENDO SWITCH

  • Systems design for prison routines and escape methods

  • Design and creation of 10 prisons, including layout, dressing, and A.I. patrol routes

  • Game balancing (including item spawn rates and A.I. behaviours)

  • Scripting and animation of over 60 in-game cutscenes

  • Narrative design for NPC dialogue and Escapists lore

  • Quest design and logic scripting

  • Design lead for all post-release content, creating the concept/theme for each and doing all design-related implementation in engine:

    • The Glorious Regime DLC

    • Wicked Ward DLC

    • Santa's Shakedown DLC

    • Big Top Breakout DLC

    • Dungeon's And Duct Tape DLC

    • Snow Way Out DLC

2019

Genesis Alpha One

 

XBOX ONE, PLAYSTATION 4, PC

  • UI design for the main menu, new game and results (campaign success/fail) screens

2019

The Escapists 2: Pocket Breakout

 

iOS, ANDROID

  • Controls/input design for mobile devices

  • UI redesign for mobile devices

2019

Automachef

 

PC, NINTENDO SWITCH

  • Design of Contracts mode, a sandbox career mode

  • Tutorial design and scripting

  • Level design and objective balancing

  • Console control design

  • UI design and implementation, including creation of UI assets/animations

  • Narrative design for central story

2019

Blasphemous

 

XBOX ONE, PLAYSTATION 4, PC

  • Design consultant providing regular feedback on builds, leaving to improvements in movement, level design and combat

​​

2020

The Survivalists

 

XBOX ONE, PLAYSTATION 4, PC

​Responsible for procedural systems, and for defining the game lore, as the expert on 'The Escapists' lore, making sure that the title retained the humour and dialogue style expected for 'The Escapists' universe. 

  • Procedural quest generation system design

  • Procedural location name generation system design

  • Level design for locations/set pieces

  • Narrative design of diary entries/lore

2020

DiRT 5

 

XBOX ONE/SERIES X/S, PLAYSTATION 4/5, PC, STADIA

​Design owner for user generated content systems, including in-game toolsets and interfaces for sharing/promoting created content.

  • Design lead for Playgrounds, an in-game level editor for players to create and share their own challenges

  • Design lead for multiplayer party modes

  • Level design for multiplayer game mode arenas and campaign challenge arenas

  • Design and balancing of the Gymkhana game mode

2022-2024

Need for Speed Unbound

 

XBOX SERIES X/S, PLAYSTATION 5, PC

Predominantly involved during year 2 of live service, being part of the Kaizen Team - A year of rapid, agile development and incremental improvements for Unbound. Involved from high-level design right down to in-engine implementation.

Volume 9 - "Lockdown'

  • Design lead for Lockdown, a multiplayer PvPvE extraction mode

  • Created the initial Lockdown concept/pitch

  • Foundational design of each feature area of Lockdown - From high level game flow to individual gameplay beats and experience goals

  • Oversaw 

Volume 7 - "Drift & Drag'

  • Design lead for Leagues, a solo progression system within the Free Roam multiplayer

  • League Implementation / balancing

Volume 6 - "Head to Head'

  • Design lead for PVP mode, a dedicated space for players to focus on pure competition

  • PVP implementation / content scheduling

Volume 3

  • Design lead for Linkups, communal challenge spaces that reward players for working together to beat increasingly difficult challenges, against the clock

 

BF

TBA

BATTLEFIELD

 

TBA

  • ?

CREDITS

EXPERIENCE & EDUCATION

Criterion Games (Electronic Arts)

2023 - Present

2022 - 2023

Associate Game Design Director

Game Designer II

Codemasters

2021 - 2022

2022 - 2021

Senior Game Designer

Experienced Game Designer

Team17

2013 - 2019

Game Designer

The University of Huddersfield

2009 - 2012

Computer Games Design (BA Hons)

SKILLS

Leadership

  • Design Leadership & management

  • Hiring to build design departments

  • Mentoring of hard & soft skills

  • Efficient documentation standards and processes

Creative

  • Pitch documentation & presentation

  • Experience-first design

  • Designing for player archetypes

Design

  • Systems

  • Game modes

  • Level

  • User Interfaces

  • Economy

  • User Generated Content (UGC)

  • Gameplay Scripting

SOFTWARE

  • Frostbite

  • Unity

  • ​Confluence

  • Jira

  • MS Office Suite

  • Miro

  • Photoshop

  • Illustrator

  • Figma

  • Source Control (Perforce, Plastic etc.)

  • PowerBI

ABOUT
CONTACT
Image by Jack B

Contact

2025 - James Witcomb

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