Nicholas Long
Technical Gameplay and Systems Designer
"Nick is a designer that does his own stunts." -Tony Wu, a colleague
Skills
Languages
- C/C++
- C#
- Rust
- Lua
- AngelScript
- UnrealScript
Engines and Tools
- Unreal Engine 5
- Unity
- Godot
- Maya
- Blender
Unreal Engine 5 Features
- Blueprints
- Animation Blueprints
- Gameplay Ability System
- World Partition System
- Niagara FX
- Material Editor
- DCC Features
Work Experience (5)
Apr 2022 - Mar 2024
Senior Technical Game Designer
That's No Moon Entertainment
Unannounced single-player action/adventure game
- Owned melee combat from conception and prototypes to code, scripting, content and cross-team coordination
- Co-created manual streaming system to co-exist with Unreal's built-in world streaming
- Created a "bonfire-like" save system and level interact
- Performed milestone-specific refactors and optimizations of unowned systems as needed
Sep 2021 - Dec 2021
Senior Designer
Moon Studios
No Rest for the Wicked
- Created controls and interactions for defensive mechanics (block and parry)
Feb 2018 - Sep 2021
Systems Designer
Ready At Dawn Studios
Lone Echo 2 and Echo VR Season 1
- Made non-combat player abilities for VR immersive adventure game
- Implemented player abilities in propietary C++ and visual scripting
- Made multiple different VR UIs for player abilities, and multiplayer avatar customization
Feb 2017 - Jan 2018
Associate Technical Designer -- Systems
Sony - Santa Monica Studio
God of War (2018)
- Made Loot container interacts and Maya tool to help Level Designers place correctly marked-up interacts
- Maintained and help balance data relating to loot distribtion and equipment
- Owned minor character customization (Enchantments)
Sep 2015 - Feb 2017
UI Engineer
Blind Squirrel Entertainment
BioShock Remastered and XCOM 2 (PS4/XB1 Ports)
- Created controller interface for a port of a PC-only game
Education (1)
2013 - 2016
Bachelor's of Science
Computer Game Science
University of California -- Irvine