CV

SIMON VERRELST

Technical Game Designer

Email[email protected]
LinkedInlinkedin.com/in/simon-verrelst-880642173
Portfoliosimonverrelst.com

PROFILE

I'm a Technical Game Designer with a strong background in gameplay programming and game design. Currently I'm developing and designing gameplay features for Hunt: Showdown at Crytek. I'm passionate about solving complex design challenges and contributing to compelling game experiences.

SKILLS & KNOWLEDGE

  • Design & Implementation: Strong game design sense forged while developing a live service game; I have the ability to drive features from concept to final delivery.

  • Programming / Scripting: Gameplay programming experience in C++ and C# anv visual scripting solutions (with Unity and UE4/CryEngine)
  • Tools & Technology: Graphics/Physics APIs (DirectX11, PhysX, SDL2, ImGui); source control (Perforce, Git, PlasticSCM); VR development (Meta Quest, Oculus Rift, HTC Vive, Valve Index).
  • Additional: Familiar with game asset pipeline (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, driving development and design through 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 scripting tools.

  • Redesigned and refactored core gameplay systems, resulting in reduced production time and improved feature quality.

Junior Technical Designer, Crytek

Apr 2022 – Aug 2023

  • Owned and implemented gameplay features, contributing to the design and technical implementation of weapons, equipment, and other systems.

  • Wrote gameplay scripts (in-house scripting tool) and C++ code to implement new features.

  • Implemented new content for live events and seasonal updates, collaborating closely with senior designers.

Game Developer, MoonMonster Studios

Feb 2021 – Sep 2021

  • Developed gameplay systems and technical art for the VR title Space Control.

  • Handled design and programming of VR mechanics and worked on B2B VR experiences.

  • Worked on a VR interaction framework.

EDUCATION

B.Sc. in Digital Arts & Entertainment (Game Development)

Howest, Kortrijk, Belgium (2021)