Game and narrative designer with 28+ years of experience spanning quest, narrative, systems, level, monetization, and creative leadership across AAA and live-service games. Known for building world-class storytelling and design frameworks, leading and mentoring teams, and using player data to guide decisions. I’ve contributed to iconic licensed and original IPs—from World of Warcraft and Warcraft III to Wasteland 3, and mobile/live-service projects—while also creating and heading original meta-versal concepts and writing/voice performances. Open to remote work and relocation.

David K. Fried

Game and narrative designer with 28+ years of experience spanning quest, narrative, systems, level, monetization, and creative leadership across AAA and live-service games. Known for building world-class storytelling and design frameworks, leading and mentoring teams, and using player data to guide decisions. I’ve contributed to iconic licensed and original IPs—from World of Warcraft and Warcraft III to Wasteland 3, and mobile/live-service projects—while also creating and heading original meta-versal concepts and writing/voice performances. Open to remote work and relocation.

Available to hire

Game and narrative designer with 28+ years of experience spanning quest, narrative, systems, level, monetization, and creative leadership across AAA and live-service games. Known for building world-class storytelling and design frameworks, leading and mentoring teams, and using player data to guide decisions.

I’ve contributed to iconic licensed and original IPs—from World of Warcraft and Warcraft III to Wasteland 3, and mobile/live-service projects—while also creating and heading original meta-versal concepts and writing/voice performances. Open to remote work and relocation.

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Work Experience

Head Writer and Voice Actor at Out of Bounds Entertainment
October 1, 2023 - Present
Creator and head writer for The Panoptinomicon (original meta-versal IP) and creator/head writer for Hardcore Victims Unit (Warcraft machinima series). Provides voice acting for multiple skits and shows, supporting character-driven storytelling and production needs.
Chief of Design at Engines of Fury
June 1, 2022 - January 1, 2026
Led world creation for a post-apocalyptic alternate 1990s Earth setting. Designed factions, characters, cinematics, and quests for a live-service multiplayer extraction shooter with ARPG elements; integrated narrative and gameplay pillars to drive ongoing storylines and player immersion.
Writer at Yotta Games
April 1, 2021 - April 1, 2022
Wrote main story and character tales for Ever Legion, a high-fantasy RPG world. Also produced world lore and character stories for an unannounced project. Worked on narrative content aligned with game design goals and player-facing readability.
Designer and Writer at Travcon / Hippie Panda Games
January 1, 2021 - October 1, 2022
Designed and wrote a narrative-driven sci-fi adventure game for Game Boy Advance, incorporating a hidden psychological evaluation for pilots within the story to support character and gameplay framing.
Consultant at Mobile Game Doctor International
August 1, 2019 - December 1, 2025
Provided monetization and design consulting for Replika (AI companion app), including game audits and optimization guidance. Conducted a full game audit for Battleverse Arena and advised on design for Bit Hotel, a WWE-licensed mobile NFT game. Focused on retention, monetization health, and player-perception improvements through data and design adjustments.
Writer at inXile Entertainment
April 1, 2019 - December 1, 2019
For Wasteland 3, wrote and designed narrative content for a post-apocalyptic tactical RPG, contributing dialogue, quests, and story elements consistent with world tone and branching narrative goals.
Lead Design at Infinity Levels
September 1, 2016 - July 1, 2017
Led a team of 16 designers creating and fixing mobile games. Analyzed and adjusted designs for Blades of Revenge. Led the redesign of Ranch Racing, including a ranch-building meta layer, improving design coherence across gameplay and meta progression.
Narrative Director and Design Consultant at Edgecase Games
May 1, 2016 - July 1, 2016
Advised an international UK and China team of 30, including inter-cultural collaboration feedback loops. Led core combat design for a third-person mecha-based mobile game and provided story/character feedback and early narrative direction.
Narrative Director and Design Consultant at Wooga
August 1, 2014 - January 1, 2015
Revitalized a multidisciplinary team of 30 designers, artists, and developers. Created world lore and story for Warlords of Aternum (mobile fantasy tactics RPG) and led core gameplay redesign and revamp. Trained and mentored studio game designers to improve consistency and quality.
Narrative Director and Design Consultant at IronFront
July 1, 2014 - January 1, 2015
Led core design, story, and lore for an unannounced third-person/overhead shooter action game, contributing early framing for gameplay and narrative alignment.
Narrative Director and Design Consultant at PuzzleNation
April 1, 2014 - April 1, 2016
Conceived, designed, and wrote Wordventures: The Vampire Pirate. Designed and documented 12 licensed games. Increased weekly income from under $2,000 to over $10,000 through design/marketing updates. Increased revenue for Penny Dell Crosswords by 200% (2014–2015) via monetization and marketing. Implemented UX changes that grew MAU from 30,000 to 180,000 in under a year and wrote/developed new IP for potential branding and story content.
Narrative Director and Design Consultant at Pixelmatic
January 1, 2014 - January 1, 2020
Wrote and designed content for a sci-fi fleet combat game (Infinite Fleet). Coordinated creative talent, including artists, voice-over actors, and designers. Served as design liaison to Roadhouse Interactive for Warhammer 40,000: Carnage, aligning creative direction across teams.
Design Direction at Blue Byte
January 1, 2013 - August 1, 2013
Worked with 24 designers to analyze design processes and studio-wide issues. Created plans to address low morale and improve studio dynamics. Provided feedback on accessibility and UI. Contributed to core gameplay systems for Assassin’s Creed Identity and recommended designer reassignments. Developed modernized ethical monetization approach.
Design Direction and Management at Blue Byte
January 1, 2013 - August 1, 2013
Worked with 24 designers to analyze studio processes and company-wide issues. Created a plan to address low designer morale and improve studio dynamics. Provided accessibility and UI feedback across projects. Contributed to Assassin's Creed Identity systems; recommended designer reassignments to improve morale and quality. Developed a modernized ethical monetization system to improve retention and player perception. Supported story and design framing concepts.
Design Direction at Anthive Games
March 1, 2012 - March 1, 2013
Designed game and monetization systems for Critterville, including a dress-up-to-quest system and social systems (hide-and-seek, mail, collaborative gardening). Led UI interface design, level design, and concept art direction.
Anthive Games - Design Direction at Anthive Games
March 1, 2012 - March 1, 2013
Designed game and monetization systems for Critterville, a character-based town simulation. Created a dress-up-to-quest system and social systems including hide-and-seek, mail, and collaborative gardening. Led UI interface design and level design/creative direction (including concept art).
Crafted all game systems and non-gameplay systems at Spicy Horse
December 1, 2009 - December 1, 2011
Crafted all game and non-gameplay systems for Akaneiro: Demon Hunters (action RPG). Designed characters, abilities, weapons, and defensive elements; balanced PvP and PvE multiplayer for a cancelled third-person action shooter. Produced initial game overviews across multiple projects (pitch to prototype) and developed monetization systems to compete in the free-to-play market. Oversaw studio design across projects with attention to capacity/scheduling and taught core design/quality principles to staff.
Freelance Copy Editor at Euromonitor International
January 1, 2009 - July 1, 2017
Edited hundreds of translated Chinese-to-English business documents into polished business English. Transformed analyst notes and data into clear, engaging marketing copy over multiple years.
Lead Game Designer and Design Direction at Ubisoft
January 1, 2009 - July 1, 2009
Led iterative design and documentation for quest, monetary, and ability systems on Heroes of Might and Magic. Redesigned core gameplay systems, story, and creative vision for I Am Alive. Presented design decisions to studio/publisher management. Managed a team of 30+ artists, programmers, and designers; mentored junior designers.
Senior Designer at SuperVillain Studios
August 1, 2007 - December 1, 2008
Drafted original story, world, and characters and wrote team-wide summaries for an unannounced RPG for Wii. Contributed to first-pass design of combat and navigation systems. Designed, documented, blocked out, and scripted game areas and organized quests throughout. Coordinated with designers/directors/artists/programmers to ensure systems were implemented to specification.
Silent Hill V / The Da Vinci Code (Designer) at The Collective
May 1, 2005 - June 1, 2007
Created initial designs for several single-player levels and oversaw the writing team to ensure proper narrative content for Silent Hill V. For The Da Vinci Code: wrote all cinematics, gameplay dialogue, and cutscenes based on the source novel; wrote most barks and NPC side-dialogue; crafted 80%+ of puzzles (per most reviews) and over one-third of the single-player campaign. Coordinated with level designers to keep narrative/quality consistent.
Senior Designer at The Collective
May 1, 2005 - June 1, 2007
Created initial designs for several single-player levels and oversaw the writing team for Silent Hill V. Wrote all cinematics, gameplay dialogue, and cutscenes for The Da Vinci Code based on the source novel; wrote most barks and NPC side-dialogue. Built 80%+ of puzzles (as noted by reviews), designed over one-third of the single-player campaign, and coordinated with level designers for consistent narrative quality.
Game Designer at Oddworld Inhabitants
October 1, 2003 - February 1, 2005
Designed, modeled, and scripted multiple single-player levels and boss encounters for Oddworld: Stranger’s Wrath. Designed/ scripted characterization and boss mechanics for Fatty McBoomboom and Elboze Freely. Wrote dialogue/tooltips/descriptions for characters and game/manual documentation; assisted in gameplay and non-gameplay systems.
Game Designer / Level Designer at Oddworld Inhabitants
October 1, 2003 - February 1, 2005
Designed, modeled, and scripted numerous single-player levels and boss encounters for Oddworld: Stranger's Wrath. Designed and scripted characterization and boss fight mechanics for Fatty McBoomboom and Elboze Freely. Wrote dialogue and tooltips/descriptions for Stranger and multiple characters; assisted with mechanics and non-gameplay systems including manual-related content.
Level Designer at Blizzard Entertainment
June 1, 1998 - September 1, 2003
World of Warcraft: designed characters (names/personality/dialogue) and multiple quests; helped set quest design standards across the MMORPG genre. Warcraft III: designed, modeled, and scripted campaign levels including The Culling of Stratholme and The Dungeons of Dalaran; designed and modeled several multiplayer levels and contributed to systems (heroes/abilities/units/non-gameplay). Wrote/edited manual, character dialogue, and in-game help functions; established reusable standards for tooltip information. StarCraft 64: designed/co-wrote/scripted co-op campaign including Infested Stukov. Diablo II: led a team of 15 testers for Mac-specific bug hunts and designed test matrices/methodologies. Also served as Mac tester for StarCraft and Diablo.

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Industry Experience

Gaming, Media & Entertainment