Game Design Portfolio

Tim Fox — Associate Game Designer

Passionate about crafting innovative, player-first experiences. I specialize in designing engaging gameplay systems, memorable levels, and compelling mechanics for AAA shooters and action games. My work is driven by a deep understanding of player psychology, iterative design, and a relentless pursuit of quality.

AAA Experience & Mindset

  • Shipped Titles: Contributed to Call of Duty: Black Ops 7 and Tony Hawk Pro Skater 3+4 (TRG - Sony) at Activision Publishing, Inc.
  • Design Philosophy: Player-centric, data-informed, and focused on delivering high-impact, replayable gameplay moments.
  • Collaboration: Experienced working cross-discipline with artists, engineers, and producers in fast-paced, milestone-driven environments.
  • Tools: Unreal Engine 5, Unity, proprietary AAA toolsets, Jira, Confluence, Miro, Figma, and advanced scripting/blueprint systems.
  • Quality Bar: Obsessed with polish, playtesting, and iteration to meet and exceed AAA standards.

Signature Game Design Projects

Zeroline (2025 Gameplay First Game Jam)
Zeroline gameplay
  • Designed and balanced core FPS mechanics inspired by classic "boomer shooters" with a modern twist.
  • Created enemy AI behaviors, weapon feel, and level pacing for maximum engagement.
  • Implemented rapid prototyping and playtesting cycles to refine combat flow and player feedback.
  • Utilized Unreal Engine 5.6, Blueprints, and USD pipeline for seamless art/design integration.
Full Spectrum Snowboarding: Rebels (2024 Gameplay First Game Jam)
FSS Rebels gameplay
  • Designed trick system, scoring, and risk/reward mechanics for high replayability.
  • Developed level layouts and flow to encourage player creativity and mastery.
  • Handled all gameplay scripting, UI/UX, and tuning in Unity.
AAA Shooter Systems (Personal Prototypes)
AAA Shooter Prototype
  • Developed modular weapon system with attachments, recoil, and ballistics simulation.
  • Scripted enemy encounter logic and dynamic difficulty adjustment.
  • Built greybox levels focused on pacing, sightlines, and player choice.
  • Integrated analytics hooks for playtest data collection and iteration.

My AAA Game Design Process

  1. Player Empathy: Start with player motivations, personas, and emotional goals.
  2. Ideation & Prototyping: Rapidly sketch, prototype, and test core mechanics and loops.
  3. Collaboration: Sync with art, engineering, and production to align vision and feasibility.
  4. Iteration: Playtest, gather feedback, and refine relentlessly for fun and clarity.
  5. Polish & Balance: Tune systems, pacing, and difficulty to AAA standards.
  6. Documentation: Maintain clear, actionable design docs, flowcharts, and diagrams.

Key Skills & Tools

  • Level Design (blockout to final)
  • Combat & Encounter Design
  • Systems & Economy Design
  • Live Ops & Event Design
  • Game Balancing & Tuning
  • Unreal Engine 5 (Blueprints, Sequencer)
  • Unity (C#, Timeline)
  • Jira, Confluence, Miro, Figma
  • Perforce, Git
  • Playtest Analytics

What I Bring to Infinity Ward

  • Obsessive attention to detail and a drive to push gameplay to the next level.
  • Clear, concise communication with all disciplines and stakeholders.
  • Player-first mindset with a love for FPS and action games.
  • Proven ability to learn and adapt to new tools, pipelines, and feedback.
  • Relentless iteration and a passion for making games fun, fair, and memorable.

Ready to help build the next blockbuster at Infinity Ward.

Contact Me