Hi, I’m Kristoffer Stout, a talented and communicative game designer and artist with several years of experience in the industry. I’m eager to help a company build a strong team, develop bold concepts, answer questions, solve development issues, document workflows, and ensure polished products are delivered on time. I lead with traditional and digital art skills, blending design and visual storytelling to create engaging gameplay experiences.

Kristoffer Stout

Hi, I’m Kristoffer Stout, a talented and communicative game designer and artist with several years of experience in the industry. I’m eager to help a company build a strong team, develop bold concepts, answer questions, solve development issues, document workflows, and ensure polished products are delivered on time. I lead with traditional and digital art skills, blending design and visual storytelling to create engaging gameplay experiences.

Available to hire

Hi, I’m Kristoffer Stout, a talented and communicative game designer and artist with several years of experience in the industry. I’m eager to help a company build a strong team, develop bold concepts, answer questions, solve development issues, document workflows, and ensure polished products are delivered on time. I lead with traditional and digital art skills, blending design and visual storytelling to create engaging gameplay experiences.

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Language

English
Fluent

Work Experience

Concept Artist / Game Designer at Many Hands (Contract)
November 1, 2023 - January 1, 2024
Led character design and concept art using traditional and digital media. Created rapid in-game scene concepts and UI elements, performed paint-overs and cleanup of AI artwork, produced 2D illustrations for UI cards, and prototyped world/character visuals using AI-assisted workflows. Trained internal AI to maintain consistency across artwork.
Concept Artist / Game Designer at Monarch Games
January 1, 2022 - May 1, 2023
Created unique character concepts including pet designs, augmentation/design features, and UI art concepts. Prototyped artwork using AI-assisted tools and refined assets with Photoshop, Maya, and Illustrator. Produced UI art and icons with Figma/Illustrator; generated game play concept art and documentation for the dev team.
Senior Designer at Double Down Interactive
May 1, 2021 - October 1, 2021
Led endgame design and monetization discussions; contributed to active engagement features and retention gameplay. Created game design documents and asset pipelines; collaborated with artists and engineers to refine gameplay flows.
Game Designer / 2D Artist at Firebrand Games
October 1, 2017 - July 1, 2020
Designed gameplay scenes for multiple characters; built UI framework concepts in Unity; produced UI artwork and visual assets; coordinated remotely with a development team based in London.
Senior Game Designer at Williams Interactive
August 1, 2013 - August 1, 2016
Focused on monetization strategies, active user engagement, and retention features for casino-style games. Collaborated with cross-functional teams to craft engaging gameplay and feature sets.
Senior Game Designer at PipeWorks
January 1, 2008 - February 1, 2009
Created 3D worlds in 3D Studio Max and SketchUp Pro; contributed cinematic design, storyboarding, and level design. Worked with environment artists to establish a cohesive game world and core gameplay features.
Senior Game Designer at Destineer Studios
September 1, 2003 - January 1, 2008
Worked on Close Combat First to Fight as a designer; created multiple level designs, paper-to-final level workflows, and sound pass integration. Collaborated with art and audio teams to ensure cohesive presentation.

Education

Associate at Blackhawk College
January 1, 1987 - June 3, 1989
Illustration and art history
High School Diploma at Moline High School
January 11, 2030 - January 1, 1991

Qualifications

Add your qualifications or awards here.

Industry Experience

Software & Internet, Gaming, Media & Entertainment
    paper Destineer Studios, Minneapolis MN —Senior Game Designer

    Worked on Close Combat First to Fight as a designer. I created several of the levels (paper design to final game level), basic game play passes for several of the levels and sound passes for the entire game. Designed and set up the sound and effects.
    Worked closely with the art staff to get a good visual feel and exciting playability for each level.
    Worked with scripting and was also responsible for documentation of level designs.
    I worked with the sound engineer and the sound team to develop tools and philosophy for the sound on our current game and future games to come.
    I was required to storyboard the game play needs for the development team on Six Days in Fallujah. These storyboards emphasize special effects, AI, environmental game play needs.

    paper Williams Interactive — Senior Game Designer

    Designed monetization, active user engagement, retention game play features for Jackpot Party Casino.
    Created design backlog, 6 months in advance
    Trained junior designers
    Worked with analysts, taking their data and creating needle moving game play features.
    My team broke company profit records several times on Jackpot Party

    paper Firebrand Games, Merritt Island, Florida— Game Designer/2D Artist

    Designed, illustrated, and created scene for 10 characters
    Designed UI framework.
    Created Game UI artwork
    Worked remotely with a development team based in London

    paper Monarch Games, Remote/Seattle, WA - Concept Artist Game Designer

    Character Design, Pet Design, Augment Design, and Feature Design
    Character Concept Art, Pet Concept Art, Augment (pet accessories) Concept Art, UI Art, and Feature Concept Art.
    Game Play Documentation and Visual Aids
    Designed the battle mechanics
    Designed the pet care game play mechanics
    Marketing Materials

    paper Many Hands, Contract/Seattle, WA - Concept Artist Game Designer

    Card 2D Visual Design
    2D Illustrator (Card Design and Illustration)
    game play storyboards