Hello, I am Harry Luck, a games industry veteran of 20+ years. I am available for design consultancy and remote outsourcing of game, level and world design. I have worked for a number of companies over the years, some larger companies (Ubisoft for example) working on such titles as King Kong, Assassin's Creed and Skull and Bones, and also some smaller companies (Confounding Factor, Illfonic) on Galleon and Nexuiz and many more. This has helped me establish good working methods and understanding of development processes for various project types, sizes and genres. I'm adept, efficient and love what I do. I am able to create prototype gameplay and neat, clear gameplay blockouts, help to establish efficient pipelines and workflows or improve existing ones, aid in the construction of design tools (or in UE4 or other visual scripting tools, create my own) while also bringing a wealth of experience and best practices in all areas design. I also have solid knowledge of all other key area of development, art, sound, code, enabling me to communicate easily and help steer direction while also helping in ensuring consistency for a product. Harry Luck.

Harry Luck

Hello, I am Harry Luck, a games industry veteran of 20+ years. I am available for design consultancy and remote outsourcing of game, level and world design. I have worked for a number of companies over the years, some larger companies (Ubisoft for example) working on such titles as King Kong, Assassin's Creed and Skull and Bones, and also some smaller companies (Confounding Factor, Illfonic) on Galleon and Nexuiz and many more. This has helped me establish good working methods and understanding of development processes for various project types, sizes and genres. I'm adept, efficient and love what I do. I am able to create prototype gameplay and neat, clear gameplay blockouts, help to establish efficient pipelines and workflows or improve existing ones, aid in the construction of design tools (or in UE4 or other visual scripting tools, create my own) while also bringing a wealth of experience and best practices in all areas design. I also have solid knowledge of all other key area of development, art, sound, code, enabling me to communicate easily and help steer direction while also helping in ensuring consistency for a product. Harry Luck.

Available to hire

Hello, I am Harry Luck, a games industry veteran of 20+ years. I am available for design consultancy and remote outsourcing of game, level and world design.

I have worked for a number of companies over the years, some larger companies (Ubisoft for example) working on such titles as King Kong, Assassin’s Creed and Skull and Bones, and also some smaller companies (Confounding Factor, Illfonic) on Galleon and Nexuiz and many more. This has helped me establish good working methods and understanding of development processes for various project types, sizes and genres.

I’m adept, efficient and love what I do. I am able to create prototype gameplay and neat, clear gameplay blockouts, help to establish efficient pipelines and workflows or improve existing ones, aid in the construction of design tools (or in UE4 or other visual scripting tools, create my own) while also bringing a wealth of experience and best practices in all areas design.

I also have solid knowledge of all other key area of development, art, sound, code, enabling me to communicate easily and help steer direction while also helping in ensuring consistency for a product.

Harry Luck.

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Language

English
Fluent

Work Experience

Lead Level Designer at VECTOR NORTH
February 1, 2024 - June 1, 2025
• Preparing and instating workflows and pipelines for level and world design • Collaborating with Tech and Art to establish solid tools and processes • High level design and documentation on world structure and design principles • Creating prototype and playground levels for game systems and level testing • Built, designed and maintained multiple game levels and worlds
Game/Level/World Designer at Self Employed Contractor
March 1, 2020 - December 15, 2024
Designer/Consultant - VARIOUS PROJECTS • Assisted in redeveloping the game world and and consulted on Level Design for Point Blank Games (Stray Blade) • Worked to redefine the core game pillars and game direction as well as Map Building for Tea for Two (Snowtopia) • Established working methodologies, character 3C’s and world map for VistaVenus (VistaVenus) • Professor of Level Design for 4th and 5th year students at ECV (Bordeaux) • World and Technical Design for Metaverse / VR project (Shib)
Game and Systems Designer at Bongfish GmbH
October 1, 2018 - June 1, 2020
UNANNOUNCED PROJECT • Prototyping 3C’s (camera, controls, character) for new project in UE4 from ground up • Creating core High-Level design documentation for core concepts, gameplay mechanics and game modes. • Additionally, worked on two maps for World of Tanks
Lead World Designer at Sumo Digital
September 1, 2016 - May 1, 2018
DEAD ISLAND 2 • Creative Briefs and High-Level World Design documentation for project world direction • Working directly with directors and publisher to ensure project alignment across all areas of development • Working directly with production to establish schedule and high-level roadmap goals, including milestone objectives and task generation • Creation of initial game worlds and test worlds and initiative to produce core generic systems to make production and managing our worlds more efficient and easier • Building and leading a small team of world designers and overseeing quality and consistency for production of all world regions • Establishing efficient and effective pipelines for all areas of Level/World Design
Senior World Designer at Ubisoft (Singapore)
July 1, 2012 - August 1, 2016
SKULL & BONES • Directed for all world building co-ordination and production priorities for over a year • Groundwork on key LD systems using modular and systemic methods for world building, event and gameplay distribution • Creation of initial game worlds and test worlds for prototyping and devtests • Creative briefs and presentations for several areas of game and level design • Tutorials and onboarding materials, training and presentations ASSASSINS CREED IV: BLACK FLAG • Prototyped and designed Fort Gameplay, naval and ground • Established systems for ensuring easy replication and instancing of Forts around the world • Led a small team of 8 people to design, build and integrate 11 Forts in the Caribbean Sea • Collaborated with Montreal to ensure design and difficulty balance in the Caribbean Sea
Senior Level Designer at Yager
June 1, 2011 - April 1, 2012
UNANNOUNCED PROJECT
Game and Level Designer at Illfonic
July 1, 2010 - July 1, 2011
NEXUIZ
Senior Level Designer at Zipper Interactive
July 1, 2007 - August 1, 2010
Senior Designer at Luxoflux
March 1, 2006 - May 1, 2007
KUNG-FU PANDA
Senior Game and Level Designer at Ubisoft
April 1, 2004 - May 1, 2006
Designer at Confounding Factor
April 1, 2000 - March 1, 2004
GALLEON

Education

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Qualifications

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Industry Experience

Gaming, Software & Internet, Media & Entertainment, Education