

NATHAN CHANDLER GIBSON
TECHNICAL GAME DESIGNER


Speedrunner / Competitive Racer | PC | 2024 | UE5
A hardcore competitive bipedal arcade racer, where fame is measured only by your clone's ability to survive grazing deadly hazards at neck-breaking speed.
Contributions
Concept Incubator Team (Mechanic Tests)
Building from mid-development Hood: Outlaw assets in 2019, I lead a prototyping trio in building a series of tuneable gameplay mechanics to explore future projects for the studio, and working directly with studio directors to create and pitch decks from this kit externally.
Collectively packaged as a "survival knock-out gauntlet of rotating action game modes" (coincidentally just before Fall Guys announced!), the replication-ready mechanics prototyped included - but not limited to - the following;
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Locomotion System (e.g., Wall Running, Grinding)
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PvP and PvE Combat (e.g., Range Weapons, modular limb-based health+damage kit, Ally body retrieval and team revival, raid-style Boss Fight finale)
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Rougelike Loadout and Progression (e.g., gear-tied Abilities, loot drop charts, online ranking)

Additionally, to collect regular playtest feedback, I distributed UGS builds, Steam branches, and managed game servers through Amazon Web Services (AWS).
The explorations of this kit and market research formed the foundations of multiple team projects across the studio, one of which become Deathsprint 66: focusing on the learnings from our online locomotion tests.
Racing Abilities Support
Supporting Deathsprint 66 team at varying points throughout dev, I would work alongside junior and intermediate staff to aid with their feature proposals through either design doc or blueprint guidance. Features such as:
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Various arcade/kart racer weapon pickups (e.g., homing projectiles, movement buffs)
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Nitro / Boost systems (e.g., resource management and balancing)
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Alternative locomotion and risk-reward input skill checks (e.g., charge jumps, air tricks, tech-landing, ...)
Additionally, I provided support to the 3Cs team with designs for finetuning the movement system, and aiding the Progression team with recommended micro/macro loop and economy documentation.

LD Tools
I used visual scripting to make various dev tools and editor widgets, reducing track dev time and making the process more accessible. Examples of dev tools added:
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Spline Tools (e.g., path-based pickups, rail type picker, common spline transform shortcuts, …)
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Tile-based Track Maker
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Character launch path simulator