I am a seasoned game designer with over two decades of experience and a passion for crafting exceptional gaming experiences. Skilled in game play mechanics, documentation, storyboards, game play R&D and team collaboration. I also have an extensive background in using analytics to develop award winning mobile/social game play features. I began working as a cartoonist and 2d animator and have illustrated books and websites.

Kristoffer Stout

I am a seasoned game designer with over two decades of experience and a passion for crafting exceptional gaming experiences. Skilled in game play mechanics, documentation, storyboards, game play R&D and team collaboration. I also have an extensive background in using analytics to develop award winning mobile/social game play features. I began working as a cartoonist and 2d animator and have illustrated books and websites.

Available to hire

I am a seasoned game designer with over two decades of experience and a passion for crafting exceptional gaming experiences. Skilled in game play mechanics, documentation, storyboards, game play R&D and team collaboration. I also have an extensive background in using analytics to develop award winning mobile/social game play features. I began working as a cartoonist and 2d animator and have illustrated books and websites.

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Work Experience

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Education

Associate at Blackhawk College
January 1, 1987 - June 3, 1989
Illustration and art history

Qualifications

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Industry Experience

Software & Internet
    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