David McDonough

Available to hire

I am a game designer and engineer devoted to the creation of deep player experiences, to finding rich expressions of challenge and engagement, and to the emotional reward that players find when a game captures them.

About

I am a game designer and engineer devoted to the creation of deep player experiences, to finding rich expressions of challenge and engagement, and to the emotional reward that players find when a game captures them. As a designer / programmer, I view the two disciplines as inseparable. I believe that game design is a craft blending artistry and mechanical cunning, and that the best designs are hammered out through implementation, iteration, and relentless playtesting by designers that work directly in the code.

  • 16 years' experience
  • Joined October 2025

Industry experience

  • Gaming
  • Media & Entertainment
  • Software & Internet

Work experience· 5 roles

Lead Designer · Otherside EntertainmentJan 2023 – May 2025 · 2 yrs 5 mos

Led the design and execution for the upcoming multiplayer immersive sim Thick as Thieves; shaped the vision and intended experience and oversaw a team of five designers handling all aspects of gameplay; worked closely with discipline leads to realize the vision through art, audio, and implementation; collaborated with company directors to identify and tackle project risks, schedule, and market positioning; mentored and coached team members and guided their skill development and careers.

Lead Systems Designer · Cloud ChamberFeb 2022 – Jan 2023 · 1 yr

Supervised a team of systems designers to conceive, prototype, and maintain world interaction and player progression features for the upcoming BioShock sequel. Documented feature uses and practices and provided feedback and support to level design, content design, narrative, and combat teams.

Lead Designer · Firaxis GamesDec 2011 – Jan 2022 · 10 yrs 2 mos

Conceived and executed multiple complete game projects from vision to launch. Directly responsible for a major share of game core architecture and implementation in C++, Unity, and Unreal Engine 4. Maintained the vision for the game and supervised all team members and discipline sub-leads. Oversaw all aspects of game development from product budget and resource planning to daily team management and work allocation. Worked closely with company directors to ensure vision met quality-of-experience standards and aligned with company product and resource plans.

Systems Designer · Big Huge GamesJul 2011 – Dec 2011 · 6 mos
Producer · Firaxis GamesNov 2008 – Jun 2011 · 2 yrs 8 mos

Education

Master of Fine Arts (MFA) in Interactive Design & Game Development · Savannah College of Art & Design2006 – 2009
Bachelor of Arts (BA) in Studio Art · Trinity University2002 – 2006

Certifications and awards

Master of Fine Arts (MFA) in Interactive Design & Game Development2006 – 2009
Bachelor of Arts (BA) in Studio Art2002 – 2006

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