Nix Du

Product Manager

Irvine, California, United States4 yrs 6 mos experience

Key Highlights

  • 6 years of game design experience
  • 2 AAA titles shipped
  • Expert-level player engagement strategies
Stackforce AI infers this person is a Game Designer with a strong focus on gameplay mechanics and player engagement in the gaming industry.

Contact

Skills

Core Skills

Game Design

Other Skills

gameplay designlevel designquest designprototypingiterationstory designdata analysisgame mode designevent designPvP designgameplay mechanicsgame design document (GDD) managementzone designcollaborationUX design

About

I’m Nix, a versatile Game Designer with 6 years of experience, 2 AAA titles shipped, and 6 features owned. Hands-on experience in Unreal, Blueprint, Unity, and C#. I enjoy creating fun & memorable gameplay moments with my expanded skillset - nothing excites me more than seeing people enjoying my games. "Always playing, always making" is my motto.

Experience

Amazon game studios

2 roles

Game Designer, The Lord of the Rings

Aug 2025Jan 2026 · 5 mos · Irvine, CA · On-site

  • ▪ Core gameplay elements: Established definitions of combat spaces, world traversal and quest flow through fast prototyping and continuous iteration. Set up level design principles with 10 POIs and GDD.
  • ▪ Level Design and Quest Design: Implemented both disciplines synchronously to combine narrative-driven experience and replayable world content. Instructed other designer to tools and best practices.
gameplay designlevel designquest designprototypingiterationgame design

Game Designer, New World

Apr 2023Jul 2025 · 2 yrs 3 mos · Irvine, CA · On-site

  • ▪ Main story questline: Leveraged 3 years of player data to redesign 40+ POIs and script 3 story dungeons. Reworked difficulty curves, achieving NW’s highest early player retention rate on PS5, XBOX, and PC.
  • ▪ Catacombs game mode: Took ownership of GDD and drove a strike team to introduce the game’s first procedural map and extraction gameplay. Worked with leadership through 20+ iterations to define fundamental game mode rules. Designed 18 abilities, a Roguelite progression system, and a metagame reward loop.
  • ▪ Live events: Owned and shipped “Lunar New Year” and “Luck of the Bones” events. Shipped 6 other recurring events as Seasonal Event co-owner and gameplay implementer. Mentored new designers on live event design.
  • ▪ PvP modes: Designed and balanced multiple PvP modes and maps (Capture The Flag, Free For All, 10v10, 20v20). Strategically studied 12 months of data to create mechanics and levels for a wide spectrum of builds.
  • ▪ Nighthaven zone: Owned and implemented the Underworld territories. Designed a robust Soulslike gameplay loop with questlines and reward system, also introducing NW’s first underwater gameplay.
  • ▪ Played NW on an expert level for 1000+ hours in leisure time, peaking PvP rank 6 (top 0.01%).
story designdata analysisgame mode designevent designPvP designgameplay mechanics+1

Dreamlit games

Game Producer

Feb 2023Apr 2023 · 2 mos · Remote

  • Orchestrated 30 devs to ship Tower of Aghasba's first gameplay trailer under tight deadlines for Sony Showcase (2.7M views).

Off-season studio

Lead Designer

Dec 2022Apr 2023 · 4 mos · New York, NY

  • Shipped indie game Tale of Time as project lead. Received 91% rating on Steam and showcased at GDC 2025.

Tencent

Game Designer

May 2021Nov 2022 · 1 yr 6 mos · Shenzhen · Remote

  • Worked on Tom Clancy's The Division: Resurgence.
  • ▪ Story missions: Shipped main story level design from greybox to finish collaborating with the Ubisoft side.
  • ▪ PvP modes: Prototyped Conflict and Dark Zone gameplay with Unreal Engine’s greybox tools. Took constructive feedback from playtesters and leadership to consistently iterate the prototype.
  • ▪ Event design: Owner of co-op event GDD. Used Unreal Engine Blueprint to implement 20+ emergent events. Scripted event sequence templates as a force multiplier for the team to efficiently scale content volume.
  • ▪ Took Tencent's Game Design bootcamp to quickly grow from entry level through prototypes and design tests.
level designevent designcollaborationgame design

Lilith games

Game Design Intern

May 2019Aug 2019 · 3 mos · Shanghai, China

  • Worked on AFK Arena.
  • ▪ Designed the challenges and reward track for the “Feast of the Beast” event which increased the game’s daily player count by 38%.
  • ▪ Redesigned the UX of “Hero Ascension” feature.
event designUX design

Education

Parsons School of Design - The New School

Bachelor's degree — Game Design

Jan 2018Jan 2022

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