Hi, I'm Ed Byrne, a seasoned game designer with extensive experience working on over ten published titles, including iconic franchises like Tom Clancy's Splinter Cell and SOCOM U.S. Navy SEALs: Fireteam Bravo. I have a strong background in game, interactive product, and UX design. Over the years, I've led design teams at companies like Bungie, Turn10/XBOX Studios, and others, helping to foster collaborative and inclusive work environments while shipping highly engaging titles. I'm also an author and a returning speaker and mentor at the Game Developers Conference (GDC). Outside of games, I've ventured into interactive video courses and user-centric product design, always focusing on quality, accessibility, and innovation. I'm passionate about creating memorable player experiences and continually learning and mentoring others in the field.

Ed Byrne

Hi, I'm Ed Byrne, a seasoned game designer with extensive experience working on over ten published titles, including iconic franchises like Tom Clancy's Splinter Cell and SOCOM U.S. Navy SEALs: Fireteam Bravo. I have a strong background in game, interactive product, and UX design. Over the years, I've led design teams at companies like Bungie, Turn10/XBOX Studios, and others, helping to foster collaborative and inclusive work environments while shipping highly engaging titles. I'm also an author and a returning speaker and mentor at the Game Developers Conference (GDC). Outside of games, I've ventured into interactive video courses and user-centric product design, always focusing on quality, accessibility, and innovation. I'm passionate about creating memorable player experiences and continually learning and mentoring others in the field.

Available to hire

Hi, I’m Ed Byrne, a seasoned game designer with extensive experience working on over ten published titles, including iconic franchises like Tom Clancy’s Splinter Cell and SOCOM U.S. Navy SEALs: Fireteam Bravo. I have a strong background in game, interactive product, and UX design. Over the years, I’ve led design teams at companies like Bungie, Turn10/XBOX Studios, and others, helping to foster collaborative and inclusive work environments while shipping highly engaging titles.

I’m also an author and a returning speaker and mentor at the Game Developers Conference (GDC). Outside of games, I’ve ventured into interactive video courses and user-centric product design, always focusing on quality, accessibility, and innovation. I’m passionate about creating memorable player experiences and continually learning and mentoring others in the field.

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Language

English
Fluent
French
Intermediate
Irish
Beginner

Work Experience

Studio Design Director at Electric Square Dublin
January 1, 2024 - April 27, 2024
Worked with small cross-discipline and globally distributed teams to create content for monetised game platforms like Fortnite. Collaborated with a top game streamer to identify engaging and retentive gameplay and features.
Lead Level Designer at Battle Barge/Probably Monsters
January 1, 2023 - January 1, 2024
Managed a small team of level designers and led the design effort on in-level missions, objectives, and activities for an unannounced co-op action platform title. Created team documentation and implemented process improvements around planning and tracking level design.
Senior Design Manager at Bungie
January 1, 2022 - January 1, 2023
Managed Marathon’s design team including 8 direct leadership reports. Worked closely with recruitment and hiring managers to grow the team to over 30 designers. Drove cultural changes such as increased diversity and open communication through regular team meetings, 1:1 mentorship and individual conflict resolution. Collaborated on onboarding, internal communication, inter-departmental collaboration, and ramped up initial Accessibility design group.
Design Director at Turn10/XBOX Studios
January 1, 2018 - January 1, 2022
Directed design and implementation of Forza Motorsport’s multiplayer mode based on player feedback and UX processes. Helped ship award-winning accessibility features as part of the Accessibility Leadership Team. Oversaw design initiatives such as Social, Battlepass, UGC, HQ through internal workshopping, user testing and prototyping to determine final features. Managed 3-5 designers.
Senior Design Lead at Microsoft
January 1, 2016 - January 1, 2018
Led design for a new native Windows video editor focused on accessibility and ease of use for classroom video production. Ran brainstorms and research, worked on product roadmap, created flows, prototypes, comps, and final production graphics. Directed design team and set production priorities while managing 2 senior designers.
Creative Director at Cadence Online
January 1, 2014 - January 1, 2016
Oversaw design, production, and polishing of an interactive video course (Parent CRAFT) for parents of addicted children. Created concept art, design documentation, and screenplays. Directed interface, content, editing, scripting, marketing strategy, and attended film shoots.
Studio Lead Designer at Playdom
January 1, 2012 - January 1, 2014
Managed a team of seven designers across two social F2P games, providing design, creative direction, and content production on Marvel: Avengers Alliance Tactics for Facebook.
Creative Director at Imba Entertainment
January 1, 2011 - January 1, 2012
Held multiple roles (CD/AD/LD/PR) at a new game studio in Seattle creating the IP Moon Breakers for Google Chrome and Steam. Oversaw ideation, game design, and supervised in-game and promotional art assets.
Designer at Uber Entertainment
March 1, 2011 - July 1, 2011
Contract level designer for Super Monday Night Combat, creating new game modes and maps.
Creative Director at Zipper, Sony Computer Ent.
January 1, 2004 - January 1, 2011
Managed design and audio design teams (15 designers and leads). Directed game and level design, narrative, writing, new IP research and development. Served as Creative Director on SOCOM 4 and MAG; Lead Designer on SOCOM: U.S. Navy SEALs Fireteam Bravo and its sequel.
Level Designer / Lead Designer at Amaze Entertainment
January 1, 2002 - January 1, 2004
Designed and implemented game environments, cinematic sets, and bespoke puzzles. Led a small team developing concepts to pitch-presentation level for PC and PSP titles including Harry Potter: Chamber of Secrets and Prisoner of Azkaban.
Designer / Level Designer at Ubisoft
January 1, 1999 - January 1, 2002
One of the original four creatives on Splinter Cell; created all initial level design, training and environmental narrative documentation, and several complete game levels.

Education

BFA at The College of New Jersey
January 1, 1995 - December 31, 1999

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Education, Professional Services