David Thompson — CEO
Systems-focused game designer and design leader with 10+ years of experience contributing to titles reaching 200M+ players worldwide across mobile, PC, VR, and live service platforms. I design gameplay systems that sustain player communities for years, not weeks. My work focuses on gameplay systems architecture, designing progression, combat, economies, and player ecosystems that scale and evolve over time. Focus areas: • Gameplay systems architecture • RTS faction and combat design • Live service progression and economies • UGC and modding ecosystems • Long-term player engagement As Lead Game Designer on My Little Pony: Magic Princess, I designed the core progression and economy systems for a title that has reached 80M+ players and remains live 13+ years after launch. At mod.io, I directed development of the Unreal Engine Plugin and C++ SDK powering mod integrations for titles including Baldur’s Gate 3, Dying Light 2, and Homeworld 3, supporting an ecosystem with 2.6B+ cross-platform mod downloads. Alongside my professional work, I have spent 18 years directing Tiberian Sun Rising, an award-winning RTS total conversion exploring asymmetric faction design and large-scale gameplay systems while reducing engine memory usage by 77%. I have also spent 30 years inside the Command and Conquer community as a player, modder, and community leader. That experience shaped my perspective on franchise stewardship and how player culture, communities, and UGC ecosystems evolve over time and drive long-term engagement. I started building games at 11 years old using the Command and Conquer Red Alert level editor and Clickteam’s The Games Factory. That curiosity about systems and player communities still drives how I design today. If you are building systems-driven games, live service ecosystems, or player-driven UGC platforms, I would love to connect and exchange ideas.
Stackforce AI infers this person is a Game Design Expert specializing in systems-driven and player engagement-focused gaming solutions.
Location: Melbourne, Victoria, Australia
Experience: 5 yrs 3 mos
Skills
- Systems Design
- Game Design
- Product Management
- User Generated Content
- Game Development
- Training
- Game Evaluation
- Strategic Decision Making
- Economy Design
- Technical Game Design
- Project Management
- Leadership
- Level Design
- Quality Assurance
- Software Testing
Career Highlights
- Designed systems for games with 200M+ players.
- Led award-winning projects in game design.
- Expert in long-term player engagement strategies.
Work Experience
mod.io
Product Owner – Game Features (1 yr 3 mos)
Screenwest
Game Assessor (1 mo)
Box Hill Institute
Game Development Trainer (3 yrs)
Immutable
Producer & Engagement Designer (6 mos)
Wooga
Product Manager - Pearls Peril (Mobile) (2 mos)
PikPok
Lead Game Designer (11 mos)
Appster Pty Ltd
Project Manager (11 mos)
Gameloft
Lead Game Designer (1 yr)
Level Designer (5 mos)
Zoomorphix Systems
Quality Assurance (2 yrs 1 mo)
Tiberian Sun Rising
Game Director (18 yrs 4 mos)
Education
Bachelor's Degree in Multimedia at Swinburne University of Technology