Peter

Available to hire

I'm Peter Fury, a London-based game designer and developer working through my studio, Northline Works. I build games in Godot and GDScript, with experience in Unreal Engine and Blueprints.

About

I’m Peter Fury, a London-based game designer and developer working through my studio, Northline Works. I build games in Godot and GDScript, with experience in Unreal Engine and Blueprints.

I can help with gameplay prototypes, combat and character systems, enemy behaviour, progression, debugging and turning a design brief into something playable. My background in 3D art and animation also helps me work across the different parts of a game.

I’ve solo-developed and shipped two Godot games: Crystal Drive and Crystal Drive Z. My work covers everything from movement, physics and boss encounters to save systems and online leaderboards. I like building small, testing early and refining how a game feels in the player’s hands.

Before focusing on independent development, I spent eight years in development support and communications at Square Enix, working across Outriders, Just Cause and Life is Strange. Earlier roles at Ubisoft and PQube gave me experience in QA, gameplay capture, playtesting and working with international development teams.

I bring hands-on development, clear documentation and straightforward communication. I’m available for remote freelance and contract projects.

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  • 16 years' experience
  • Joined November 2026

Industry experience

  • Gaming
  • Software & Internet
  • Media & Entertainment
  • Computers & Electronics

Work experience· 6 roles

Independent Game Designer and Developer · NORTHLINE WORKSJan 2026 – Present · 11 mos

• Developed projects alongside employment; working full-time through Northline Works since February 2026. Own design, implementation, testing and release. • Developing server-based multiplayer for 30 players in Racer's Edge and peer-to-peer rollback for four players in Freewings; both projects are outside Unreal. • Crystal Drive Z: solo-developed and shipped a Godot 4 arcade shoot 'em up on Steam, with 99 sectors, five ships, five pilots and five multi-phase bosses. • Implemented an economy connecting score, repairs, dash charge, upgrades and progression; tuned physics-driven asteroid and enemy interactions. • Zero Protocol: implemented 3D character controls, combat and AI in GDScript, using modular state machines and reusable gameplay components. • Built an adaptive wallrun prototype in Unreal Blueprints, then rebuilt and expanded it in Godot with exposed tuning controls and live-geometry handling. • Developed shared melee and ranged AI states with target scoring and an encounter-wide attack budget; built combo branching, input buffering and cancel priorities. • Built a data-driven three-phase boss framework with editor validation and a dedicated test environment; tested systems in focused playable scenes before expanding them.

Global Development Support and Communications Lead · SQUARE ENIX LONDON STUDIOMar 2018 – Jan 2026 · 7 yrs 11 mos

• Part of core stakeholders group managing high-level project and studio direction. • Collaborated with design, art, narrative, and production teams to align creative direction and feature sets. • Provided gameplay-focused milestone evaluations across combat, traversal, readability, pacing, and UX for titles including Outriders, Just Cause 4, and Life Is Strange 2. • Identified core gameplay issues (3D's, level flow and pacing, encounter design) and delivered actionable design notes with real impact on final product. • Created internal pitch decks and feature presentations to secure greenlights. • Developed global communications strategies for projects and onboarded publishing teams.

Event Producer and Western Communications Developer · PQUBESep 2015 – Feb 2018 · 2 yrs 6 mos

• Produced tradeshows, Esports tournament events and press events. • Ran structured playtests, collecting player behavior data to identify UX issues, encounter friction points, and balancing needs. • Conducted structured playtests and provided design, UX, localisation, and readability feedback to improve game quality. • Managed build evaluations, critic score projections, player testing reports. • Developed Western communications and influencer strategies across a multitude of titles from Japanese development partners.

Freelance 3D Artist, Animator and Game Designer · F-Gen CreationsAug 2012 – Oct 2017 · 5 yrs 3 mos
Digital Marketing Coordinator · UbisoftJul 2011 – May 2012 · 11 mos
Game Designer and 3D Artist · Dry Wit GamesOct 2008 – May 2010 · 1 yr 8 mos

Education

MA Computer Games Art · Teesside University2009 – 2011

1st - dissertation in Contrasting Japanese and Western RPG genres.

BA Computer Games Art · Teesside University2008 – 2009

1st - dissertation in Character Design for Action Games.

3D Film Production · Noroff Institute2007 – 2008
3D Design and Animation · Noroff Institute2006 – 2007

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