David Thompson

CEO

Melbourne, Victoria, Australia5 yrs 3 mos experience

Key Highlights

  • Designed systems for games with 200M+ players.
  • Led award-winning projects in game design.
  • Expert in long-term player engagement strategies.
Stackforce AI infers this person is a Game Design Expert specializing in systems-driven and player engagement-focused gaming solutions.

Contact

Skills

Core Skills

Systems DesignGame DesignProduct ManagementUser Generated ContentGame DevelopmentTrainingGame EvaluationStrategic Decision MakingEconomy DesignTechnical Game DesignProject ManagementLeadershipLevel DesignQuality AssuranceSoftware Testing

Other Skills

Cross-functional Team LeadershipProgression DesignCommunity EngagementLeadership & Team ManagementGameplay ProgrammingProblem SolvingUnreal EngineCross-platform DevelopmentAgile MethodologiesProduct Road MappingLive OperationsUnreal EditorC#MentorshipPython

About

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.

Experience

Mod.io

Product Owner – Game Features

Apr 2023Jul 2024 · 1 yr 3 mos · Melbourne, Victoria, Australia · Hybrid

  • Directed development of the Unreal Engine Plugin & C++ SDK, powering AAA integrations for titles like Baldur’s Gate 3, Dying Light 2, and Homeworld 3.
  • Enabled 2.5B+ cross-platform UGC downloads across PlayStation, Xbox, Switch, and PC.
  • Led Agile delivery for integration teams, shipping 15 monthly release cycles and establishing global QA triage systems that resolved 2,000+ issues.
  • Acted as the production bridge between internal engineering and AAA partners (Larian, Gearbox, Blackbird) to ensure certification-ready releases.
Problem SolvingUser Generated ContentUnreal EngineCross-platform DevelopmentAgile MethodologiesLeadership & Team Management+5

Screenwest

Game Assessor

Feb 2023Mar 2023 · 1 mo · East Perth, Western Australia, Australia · Remote

  • Game Assessor (Expert Consultant) | Screenwest Selected me as an industry expert to evaluate and guide state-wide digital games production funding.
  • Project Evaluation: Assessed 24 game project submissions, providing technical and commercial audits on game design docs, market viability, and team production capability.
  • Strategic Advisory: Collaborated on a specialist panel to allocate government funding, ensuring investments aligned with regional economic and creative growth goals.
  • Feedback & Mentorship: Delivered actionable, high-level feedback to developers to improve project scope, budget realism, and pitch quality.
Game EvaluationPanel ReviewStrategic Decision MakingProduct AnalysisGame DesignIndustry Expertise+1

Box hill institute

Game Development Trainer

May 2020May 2023 · 3 yrs · Melbourne, Victoria, Australia · Hybrid

  • Portfolio Mentorship: Guided 24 Unreal Engine students across 8 capstone teams, delivering portfolio-ready games and projects.
  • Curriculum Development: Designed and delivered courses in C#, Python, Unreal Blueprint scripting, Unity, and 3D modelling/animation.
  • Authored a national C# curriculum as part of a Training Package adopted by the Department of Education, focusing on scalable architecture and collaborative engineering.
C#TrainingGameplay ProgrammingUnreal EngineGame DesignMentorship+7

Immutable

Producer & Engagement Designer

Aug 2018Feb 2019 · 6 mos · Sydney, New South Wales, Australia · On-site

  • Shipped the Gods Unchained Beta, delivering 547 cards and 6 God classes while managing live-cadence balance updates.
  • Contributed to a platform hosting 450K+ players and $52M+ in card exchanges.
  • Resolved 1,500+ bugs and optimised onboarding systems and tutorials to boost first-session retention.
Economy DesignTechnical Game DesignProduction ManagementGame DesignProgression DesignBlockchain Gaming+7

Wooga

Product Manager - Pearls Peril (Mobile)

Apr 2015Jun 2015 · 2 mos · Berlin Metropolitan Area · On-site

  • Supported live operations and content cadence on Pearl’s Peril, a flagship hidden-object title with 40M+ players
  • Worked with analytics, A/B testing, and feature tuning to optimise engagement and retention
  • Coordinated live events across Facebook and mobile platforms during a high-volume release cycle
AnalyticsEconomy DesignA/B TestingMobile GamesGame DesignProgression Design+7

Pikpok

Lead Game Designer

Feb 2014Jan 2015 · 11 mos · Wellington, Wellington, New Zealand · On-site

  • High-Scale Impact: Led design for Turbo Fast (DreamWorks IP), reaching 90M+ downloads and 500M+ races; expanded core gameplay and introduced multiplayer systems that significantly increased long-term engagement.
  • Platform Innovation (VR): Directed the technical and creative adaptation of Into the Dead from mobile to VR (Meta Quest, Oculus Rift, Gear VR), designing VR-specific mechanics, locomotion systems, and immersive gameplay modes.
  • Systems & Monetisation: Led the design of core combat systems and monetisation strategies for Monsters Ate My Metropolis (Adult Swim), balancing economy and meta-gameplay for a competitive live environment.
  • Cross-Disciplinary Coordination: Worked as the design bridge between engineering and art teams to ensure high-fidelity performance across disparate mobile and VR hardware
AnalyticsEconomy DesignTechnical Game DesignMobile GamesGame DesignProgression Design+6

Appster pty ltd

Project Manager

Jan 2013Dec 2013 · 11 mos · Greater Melbourne Area · On-site

  • Managed the delivery of 10+ small concurrent game projects, overseeing scope, budgets, and client relationships to ensure successful outcomes.
Project ManagementMobile GamesAgile MethodologiesLeadership & Team ManagementCross-functional CollaborationsStakeholder Management+1

Gameloft

2 roles

Lead Game Designer

Promoted

Aug 2011Aug 2012 · 1 yr · On-site

  • Lead Designer for My Little Pony: Magic Princess, a top-grossing title with 83M+ players that remains live 12+ years post-launch.
  • Designed core economy, progression, and monetization systems aligned with major IP guidelines
AnalyticsEconomy DesignMobile GamesGame DesignProgression DesignOnboarding & Tutorial Design+6

Level Designer

Mar 2011Aug 2011 · 5 mos · On-site

  • Designed multiplayer game modes and levels, plus the first single-player mission with onboarding tutorial, encounters, and narrative integration for Silent Ops (iOS/Android), before being promoted to Lead Game Designer on My Little Pony: Magic Princess.
Level DesignEncounter DesignMobile GamesGame DesignOnboarding & Tutorial DesignGame Modes Design+1

Zoomorphix systems

Quality Assurance

Feb 2009Mar 2011 · 2 yrs 1 mo · Greater Melbourne Area · On-site

  • Built QA foundations on ExamStudio, a large-scale exam development and delivery platform used across industries from medical boards to global tech firms. Conducted regression testing, managed bug tracking, and developed automation scripts (Selenium) to improve product quality and release reliability.
Software TestingDefect ManagementCross-functional CommunicationTest AutomationQuality AssuranceRegression Testing

Tiberian sun rising

Game Director

Dec 2007Present · 18 yrs 4 mos · Greater Melbourne Area · Remote

  • Directed a total conversion RTS mod for C&C3, leading an international volunteer team to deliver a full-scale redesign of gameplay systems, factions, and art. (not affiliated with Electronic Arts)
  • Award-Winning Leadership: Recipient of ModDB’s Best Upcoming Mod (2017) and Player’s Choice Honourable Mention (2020), securing five consecutive Top 100 placements.
  • Technical Optimisation: Reduced memory footprint by 77% (3.2GB → 750MB), significantly improving engine stability and performance.
  • Systems Design: Designed and implemented a "Dynamic Ecosystem" featuring evolving battlefield conditions and emergent strategy.Community Growth: Built a community of 5,000+ players and generated 1.3M+ views across the project website and media.
Systems DesignTechnical Game DesignCross-functional Team LeadershipGame DesignProgression DesignCommunity Engagement+3

Education

Swinburne University of Technology

Bachelor's Degree in Multimedia — Software Development

Feb 2005Mar 2009

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