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.

David McDonough

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.

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. 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.

See more

Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
See more

Language

English
Fluent

Work Experience

Lead Designer at Otherside Entertainment
January 10, 2023 - May 2, 2025
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 at Cloud Chamber
February 1, 2022 - January 6, 2023
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 at Firaxis Games
December 8, 2011 - January 31, 2022
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 at Big Huge Games
July 1, 2011 - December 7, 2011
Architecting, implementing, and balancing major game features, content, and UI/UX. Specialized in large game-spanning features like economies, progression, player abilities, NPC systems, and AI. Collaborated with other designers and creative leads to align vision and goals.
Producer at Firaxis Games
November 30, 2008 - June 29, 2011
Planned and executed multiple complete game projects from vision to launch. Organized team workloads, assignments, and tasks, and managed daily task tracking and milestone delivery.

Education

Master of Fine Arts (MFA) in Interactive Design & Game Development at Savannah College of Art & Design
January 1, 2006 - January 1, 2009
Bachelor of Arts (BA) in Studio Art at Trinity University
January 1, 2002 - January 1, 2006

Qualifications

Master of Fine Arts (MFA) in Interactive Design & Game Development
January 1, 2006 - January 1, 2009
Bachelor of Arts (BA) in Studio Art
January 1, 2002 - January 1, 2006

Industry Experience

Gaming, Media & Entertainment, Software & Internet