CV
PROFILE
I’m a Technical Game Designer with a strong background in gameplay programming and game design. I'm working at Crytek on Hunt: Showdown, where I drive the development and design of gameplay features. Leading them through full cycles of development on a live game. Before that, I worked at MoonMonster Studios where I helped develop VR gameplay systems for their game Space Control. I'm experienced in C++ and C#, and have extensive experience with Unity, Unreal Engine 4, and CryEngine. I'm passionate about solving complex game design problems and technical challenges and I love contributing to compelling game experiences.
CONTACT
Email: [email protected]
Phone: +32 473 41 68 44
LinkedIn: linkedin.com/in/simon-verrelst-880642173
Portfolio: simonverrelst.com
SKILLS & KNOWLEDGE
Main Skills: Gameplay programming and game design; experienced in C++ and C# (with Unity and UE4/CryEngine); expertise in gameplay scripting and live game content.
Design & Implementation: Strong game design sense forged while developing a live service game.
Tools & Technology: graphics/physics APIs (DirectX11, PhysX, SDL2, ImGui) and source control (Perforce, Git, PlasticSCM).
Additional: VR development (Meta Quest, Oculus Rift, HTC Vive, Valve Index); familiarity with game asset pipeline tools (3ds Max, Blender, Substance Painter, Photoshop) and motion capture (UE4 Live Link Face, Faceware).
EXPERIENCE
Technical Designer, Crytek (Aug 2023 – Present)
Owner for new gameplay features on Hunt: Showdown. I drove the development and design of multiple gameplay features throughout all stages – from concept and design to implementation and final delivery.
Designed and implemented weapons and equipment, ensuring setting-accuracy, using C++ and in-house visual scripting tools.
Developed gameplay scripts and tools (visual scripting/C++), and contributed content to live events and updates.
Collaborated across disciplines and supported hiring by interviewing and onboarding new developers.
Junior Technical Designer, Crytek (Apr 2022 – Aug 2023)
Owned and implemented gameplay features. I contributed to design and technical implementation of weapons, equipment, and other systems.
Wrote gameplay scripts (in-house visual scripting) and C++ code to realize design concepts.
Implemented new features for live events and seasonal updates. Worked closely with senior designers to iterate on gameplay content.
Game Developer, MoonMonster Studios (Jun 2021 – Sep 2021)
Developed gameplay systems and technical art for the VR title Space Control. I handled design and programming of VR mechanics and user interactions.
Worked on B2B VR experience , gameplay programming and supporting technical art (shaders, animations).
Conducted research and prototyping for a VR interaction framework.
Game Developer Intern, MoonMonster Studios (Feb 2021 – Jun 2021)
Supported the development of early game prototypes. I assisted in gameplay programming tasks and design of core mechanics for VR experiences.
EDUCATION
B.Sc. in Digital Arts & Entertainment (Game Development), Howest, Kortrijk, Belgium (2021).