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)

- 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)

- 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)

- 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
- Player Empathy: Start with player motivations, personas, and emotional goals.
- Ideation & Prototyping: Rapidly sketch, prototype, and test core mechanics and loops.
- Collaboration: Sync with art, engineering, and production to align vision and feasibility.
- Iteration: Playtest, gather feedback, and refine relentlessly for fun and clarity.
- Polish & Balance: Tune systems, pacing, and difficulty to AAA standards.
- 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.