Damion Schubert

CEO

Austin, Texas, United States29 yrs 4 mos experience
Highly Stable

Key Highlights

  • Led SWTOR's successful F2P transition, doubling revenue.
  • Expert in MMO design and monetization strategies.
  • Recognized speaker at major gaming conferences.
Stackforce AI infers this person is a Game Design Expert specializing in MMO and F2P monetization strategies.

Contact

Skills

Core Skills

Microtransaction/f2p DesignGame Design

Other Skills

UI/UX DesignVirtual EconomiesPlayer vs Player DynamicsMMO and Social Systems DesignGameplay SystemsArt DirectionMMOMultiplayerGame DevelopmentMMORPGVideo GamesComputer GamesCasual GamesGame MechanicsGameplay

About

Damion Schubert is an experienced Game Designer, with a proven track record of Microtransaction/F2P Design, UI/UX Design, Virtual Economies, Player vs Player Dynamics, MMO and Social Systems Design, and Design Leadership. Damion Schubert has been working in the field of online game design for 18 years, first breaking into the commercial space as the Lead Designer of Meridian 59 - an early MMO that launched a full year before Ultima Online brought the genre to a larger audience. He later served as the lead designer for UO2 (later cancelled by Origin) and then joined Wolfpack Studios right before launch, eventually acting as Producer and Lead Designer on Shadowbane's two expansion packs. Shortly afterwards, Damion joined the SWTOR team, where he began as Lead Combat Designer and eventually graduated to the position of Lead Designer. During his tenure, he directed the design of the transition of Star Wars: the Old Republic to be a F2P/"Freemium" title, a move that doubled the revenue of the project, pushing it to be one of EA's top revenue earning products. Damion has examined almost every issue of MMOs from a design and production aspect, focusing on PVP, social systems and monetization strategies. Damion maintains a game design blog at http://www.zenofdesign.com, and is a frequent speaker and moderator at conferences such as GDC and PAXEast. Damion has recieved multiple accolades for his public speaking, including being voted the top speaker of GDC in 2007 for his talk "How to Write Great Design Documents". For years, he was also a contributor to Game Developer Magazine with a bi-monthly column entitled "Design of the Times". In addition to his professional duties, Damion occasionally acts as an advisory role for the Austin Community College's game development program, which he helped to design the design curriculum for when it first started.

Experience

29 yrs 4 mos
Total Experience
4 yrs 9 mos
Average Tenure
5 mos
Current Experience

Career break

Career transition

Nov 2025Present · 5 mos

  • After taking a brief break, I'm starting to itch to design some gaming goodness again. Don't be shy about reaching out if you have needs for design leadership or systems design contract work.

Netflix games/boss fight entertainment

Creative Director

Jan 2015Oct 2025 · 10 yrs 9 mos · Austin, TX

  • Over the course of 10 years, acted as a design leader for multiple mobile titles across multiple genres. Worked across all aspect of the projects, including pitching projects, making hires, mentoring young designers, building prototype teams, instituting good design and production practices, and pushing hard for teams to get the project to ship at a very high quality bar.

Bioware austin

Senior Designer / Lead Designer / Director of Microtransactions Design

May 2006Oct 2014 · 8 yrs 5 mos · Austin, Texas

  • Damion Schubert worked on "Star Wars: the Old Republic" for 8 years, serving multiple roles on the project, working his way up from Lead Combat Designer to Principle Lead Systems Designer to eventually Lead Designer for the project shortly after SWTOR went live. His most notable achievement was directing the design of SWTOR through the conversion from a premium product to being a Free-to-Play product, a highly successful conversion effort that doubled the revenue for the project without losing subscribers, and resulted in SWTOR being one of the top 10 F2P games in the world. His other contributions include:
  • Initial conception of the 8 player classes from a systems/combat point of view.
  • Initial conception and design of key new F2P, monetization features, including random pack design, dye mods, minipets, player vehicles and animal mounts, and player housing.
  • Functional UI/UX design throughout the game, including design of a fully player customizable GUI, contextual GUI, tutorial design, map and galactic map design, and design of the registration and login flow.
  • Design and oversight of the player-driven virtual economy, including the itemization roadmap, the crew skills/crafting system, and the galactic trade network (auction house).
  • Design of most of the social systems in the game, including grouping, guilds, prelaunch guild affiliation, and Facebook/Social Network Integration.
  • Design of the Legacy System, a gameplay mechanic designed to reward multiple playthroughs with alternate characters, thereby increasing game lifespan.
  • Design of the player rewards system and advancement curve.
  • Primary design point of contact for gameplay engineers, localization, telemetry and metrics, & customer service.
  • Primary driver of design documentation and presentations for the project.
  • Damion is currently working on a new, unannounced project for Bioware Austin
Microtransaction/F2P DesignUI/UX DesignVirtual EconomiesPlayer vs Player DynamicsMMO and Social Systems DesignGame Design

Ubisoft/wolfpack studios

Lead Designer/Producer

Jan 2003May 2006 · 3 yrs 4 mos

  • Served as lead designer and producer on the Shadowbane project, which went live in March 2003. Also served as lead designer on unannounced, and eventually cancelled, massively multiplayer game based on an established Ubisoft license.

Ninjaneering, llc

Creative Director/Chief Executive Officer

May 2001Dec 2002 · 1 yr 7 mos

  • Took design leadership responsibilities of a small startup, focusing on Massively Multiplayer titles. Managed and initiated business contacts, and designed our core titles, including the MMP social game "Hollyworld". Provided contract design services for "The Sims Online" and "Highlander Online".

Origin/electronic arts

Lead Designer

Mar 1998Mar 2001 · 3 yrs

  • Held role of Lead Designer on the UO2 project from the project's inception, which included managing a team of up to 7 designers, managing the core vision of the game for 50+ developers, and helping to manage the community expectations of the game, which was a sequel to a highly successful pioneer of the online space.

3do/archetype

Designer/Lead Designer

May 1996Feb 1998 · 1 yr 9 mos

  • Designer on the influential early entry into the MMP space "Meridian 59", the first Internet 3D MMP, which was developed by Archetype before eventually being purchased by 3DO. Was promoted to Lead Design position shortly before the product went live. Served as lead for two expansion packs to the project. Also was a designer on "Might and Magic Online" (cancelled).

Education

The University of Texas at Austin

B.S. — Advertising

Jan 1991Jan 1995

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