Idreece Hadi

Level designer at Cloud imperium games

Leigh, England, United Kingdom

About

I am an experienced game designer that has worked in the industry for over 8 years. Currently I specialise in Game Design, branching out into various areas such as level design, balancing, proposals, game documentation and much more.  My long-term career goal is to grow into a design leadership or principal role within the games industry.  Communication is a large part of my current role and I believe it is the key to successful development. Whether it’s writing clear concise design documentation or implementing new features in editor, I enjoy problem solving and will always go the extra distance to support my teams in achieving their goals. I enjoy working with multiple disciplines (art, code, animation, design) and believe with my experience I am a good fit for any team. https://idreece4.wixsite.com/idreece-hadi

Experience

  • Level designer 3 at Cloud Imperium Games
    Sep 2023 - Present · 2 yrs 10 mos

    - Design and develop new levels for Squadron 42 and the FPS module under the direction of the Lead Level Designer and Game Director. - Designing and creating fun, exciting, sandbox gameplay environments from paper designs/concepts to final quality using given tools of the engine. - Be a leader within the department for cleanly implementing content with our designer tools and scripting language. - Working close with the Lead Level Designer, Design Director, and the design team to craft new gameplay experiences for environmental playgrounds and AI encounters. - Use expert data analysis skills to plot how the game is being used. Draw conclusions and make recommendations for how to improve the experience. - Routinely collect feedback from user-testing, the development team and design management. - Working close with Environment Art to ensure a perfect balance between gameplay setup and visual direction. - Working close with narrative design to ensure the story is carried well throughout the level. - Contribute to design discussions and help solving complex design challenges within the games’ setting. - Contribute to Tools and workflow development, highlighting bottlenecks or suggesting areas where tools could improve workflow.

  • Games designer at BULKHEAD
    Oct 2022 - Sep 2023 · 1 yr

    // RESPONSIBILITIES - Work on major game features and drive their development from end-to-end. - Understand the technical constraints of the engine and the project. - Support the needs of the design team - Pro-actively work alongside other developers and designers to share, give feedback, gather essential information and be consistent within your work. - Communicate design vision clearly to your team and management across all disciplines. - Champion quality across the whole game, maintaining consistently high-quality work. - Design documentation outlining new features and design proposals

  • Cloud Imperium Games (6 yrs 4 mos)
    • AI Designer 3
      Oct 2021 - Oct 2022 · 1 yr 1 mo

      Same as the previous role but with the addition of more responsibility: Mentoring new employees on the team Owning multiple features Point of contact for various features and setup/implementation process

    • Designer/AI-Usable Designer
      Mar 2019 - Oct 2021 · 2 yrs 8 mos

      Writing design documentation for usables throughout Star Citizen persistent universe (multiplayer) and S42 (single player). Writing up design documentation for AI behaviours. Using Visio to create behaviour trees before creating them with the visual scripting software. Using Visio to create interaction state machines for usables. Creating Usables using in-house software. Working with programmers, artists, animators, VFX and SFX team to create new usables. Diving into 3DS max to update usable models to ensure they have the correct naming conventions. Using our in-house visual scripting software to develop behaviours for AI to run. Contribute to design discussions and help solve complex design challenges within the games’ settings. Often working with Programmers to discuss new tech we need, creating proposals and discussing how we are going to implement it.

    • S42 Junior Designer
      Jan 2018 - Mar 2019 · 1 yr 3 mos

      Working closely with Narrative Design to ensure the story is carried well throughout the level. Setting up scenes throughout different chapters. Setting up mission logic and simple behaviours. Creating basic whitebox areas before art made a pass (very basic)

  • Quality Assurance Tester at Travellers Tales
    Aug 2014 - Jul 2016 · 2 yrs

    Over the 2 Years at Tt Games, I greatly developed my knowledge of the software used to test video games. Games I have worked on: Lego Star Wars: The Force Awakens Lego Marvel's Avengers Lego Worlds Lego Dimensions Lego Ninjago: Shadow of Ronin Lego Batman 3: Beyond Gotham

  • Quality Assurance at Codemasters
    Sep 2012 - Sep 2012 · 1 mo

    I managed to get some QA experience through Bolton university, testing car physics for Codemasters providing feedback on how cars felt and any issue that popped up. They came to the university for a short period of time and set up a little testing station, students were able to test the unreleased game for a short duration. The game was an undisclosed IP.