I'm a designer with a varied skillset that I developed to help in creating cohesive and enjoyable gameplay experiences for players. My focus on level and narrative design enables me to be in tune with players' wants and needs while maintaining a solid grasp on project scope and gameplay experience. In team environments I’m a skilled problem solver, capable of crafting creative and abstract solutions while keeping the project within realistic bounds.

Ethan Boyd

I'm a designer with a varied skillset that I developed to help in creating cohesive and enjoyable gameplay experiences for players. My focus on level and narrative design enables me to be in tune with players' wants and needs while maintaining a solid grasp on project scope and gameplay experience. In team environments I’m a skilled problem solver, capable of crafting creative and abstract solutions while keeping the project within realistic bounds.

Available to hire

I’m a designer with a varied skillset that I developed to help in creating cohesive and enjoyable gameplay experiences for players.

My focus on level and narrative design enables me to be in tune with players’ wants and needs while maintaining a solid grasp on project scope and gameplay experience. In team environments I’m a skilled problem solver, capable of crafting creative and abstract solutions while keeping the project within realistic bounds.

See more

Language

English
Fluent

Work Experience

Narrative Designer & Writer at Duck Side of The Moon (Starbrew Games)
February 28, 2025 - September 12, 2025
As the sole narrative designer, owned the end-to-end narrative vision for the entire game, establishing its core story, world-building, and character arcs during pre-production. Authored all player-facing narrative content, including dialogue, quests, item descriptions, and environmental lore. Designed and prototyped key narrative systems, such as in-world dialogue bubbles, to enhance immersion and player connection. Acted as the narrative point of contact for all disciplines, ensuring story consistency across design, art, and audio. Developed comprehensive narrative documentation and a style guide to ensure continuity and serve as a resource for any future team members.
Level Designer at Team Stelth Sicaria
April 30, 2024 - September 12, 2025
Designed, built, and playtested a late-game level section and validated gadget gameplay. Learned and implemented quest plugin objectives despite limited documentation to help tell the game’s narrative. Created internal documentation and coordinated with design leads for story alignment so that all narrative requirements were implemented.
Level Designer & Cutscene Storyboard Artist at Duckside of the Moon / Duckside Studios
July 31, 2022 - September 12, 2025
Designed floating island points of interest for Duckside of the Moon, ensuring accessible exploration from all approach angles. Storyboarded and implemented intro/ending cutscenes, freeing artists to polish key assets.
Narrative Designer & Writer (De Facto Narrative Lead) at Starbrew Games
February 1, 2025 - September 12, 2025
As the sole narrative designer, owned the end-to-end narrative vision for the entire game, establishing its core story, world-building, and character arcs during pre-production. Authored all player-facing narrative content, including dialogue, quests, item descriptions, and environmental lore. Designed and prototyped key narrative systems, such as in-world dialogue bubbles, to enhance immersion and player connection. Acted as the narrative point of contact for all disciplines, ensuring story consistency across design, art, and audio. Developed comprehensive narrative documentation and a style guide to ensure continuity and serve as a resource for any future team members.
Level Designer at Sicaria
April 1, 2024 - September 12, 2025
Designed, built, and playtested a late game level section and validated gadget gameplay. Learned and implemented quest plugin objectives despite limited documentation to help tell the game’s narrative. Created internal documentation and coordinated with design leads for story alignment so that all narrative requirements were implemented.
Level Designer & Cutscene Storyboard Artist at Duckside Studios
July 1, 2022 - September 12, 2025
Designed floating island points of interest for Duckside of the Moon, ensuring accessible exploration from all approach angles. Storyboarded and implemented intro/ending cutscenes, freeing artists to polish key assets.
Narrative Designer (De Facto Narrative Lead) at Starbrew Games
July 1, 2023 - February 1, 2025
Owned the end-to-end narrative vision for the game, serving as the primary architect for all player-facing text and story elements. Authored and implemented narrative content including character dialogue, quests, world-building, lore, item descriptions, and character profiles. Managed story flow and maintained narrative consistency across all game systems and content. Established the foundational narrative framework, including overall story progression, theming, templates for future character and quest planning, and guided the narrative approach. Developed comprehensive narrative documentation and style guides to ensure future writing consistency and team alignment after tenure.
Level Designer at Starbrew Games (Team Stealth)
February 1, 2024 - April 1, 2024
Contributed to the game's playable build through level design and technical system implementation. Designed, built, and playtested a dedicated section of the game to validate player movement and gadget mechanics. Proactively learned a beta-stage quest plugin system by collaborating with its developers, implemented functional quest objectives, and authored documentation to standardise workflows. Facilitated communication between level design, narrative, and leadership to ensure quest objectives aligned with core story goals.
Design Technician at WISS - The Western International School of Shanghai
September 1, 2017 - January 1, 2018
Managed maintenance and use of 3D printers, laser cutters and saws; designed and created a competitive drone game for students; designed a competition logo and tested the game for smooth flow, and evaluated drone options for cost-effectiveness; edited and produced introductory videos for department screens.
Technical Staff at WISS - The Western International School of Shanghai
August 1, 2017 - September 1, 2017
Provided general technical support for teachers, installed hardware upgrades for desktops and laptops, and assisted in upgrading the school's operating systems to Windows 10 Education.
Level Designer at Team Stealth
February 1, 2024 - April 1, 2024
Designed, built, and playtested a dedicated section of the game to validate player movement and gadget mechanics. Learned beta-stage quest plugin system, implemented functional quest objectives, and authored documentation to standardise workflows. Facilitated communication between level design, narrative, and leadership to align objectives with core story goals.

Education

Bachelor's of Applied Sciences (BASc) at Breda University of Applied Sciences
January 1, 2020 - January 1, 2025
Bachelor of Applied Science - BASc, Creative Media and Game Technologies at Breda University of Applied Sciences
September 1, 2020 - July 1, 2025
High School Diploma at Western International School of Shanghai
September 1, 2010 - June 1, 2017
Bachelor of Applied Science - BASc, Creative Media and Game Technologies at Breda University of Applied Sciences
September 1, 2020 - July 1, 2025
High School Diploma, High School/Secondary Diplomas and Certificates at Western International School of Shanghai
September 1, 2010 - June 1, 2017

Qualifications

Best Student Game nomination - Dutch Game Awards
January 1, 2022 - December 31, 2025
YUGO BAFTA Student Awards Shortlist
January 1, 2023 - December 31, 2025
BAFTA YUGO Shortlist Nomination for Best Student Game
January 11, 2030 - January 30, 2026

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Education, Professional Services