David Blosser

Product Manager

Fort Lauderdale, Florida, United States14 yrs 8 mos experience
Most Likely To SwitchHighly Stable

Key Highlights

  • Designed 100+ features for Risk of Rain 2.
  • Led teams through development of 10 shipped titles.
  • Specialized in high-level design leadership and technical prototyping.
Stackforce AI infers this person is a Game Development Specialist with extensive experience in action and RPG genres.

Contact

Skills

Core Skills

Game DesignUser InterfaceDesign LeadershipCreative DirectionTechnical DesignSystems Design

Other Skills

C#UnityMockupsUser StoriesUE5BlueprintsDocumentationRequest for Proposal (RFP)IsometricSurvivalLevel DesignCharacter Design3rd PersonActionShooter

About

I help studios turn ideas into realities. Over the last 16 years I've designed core combat mechanics, built fan-favorite levels, scripted playable narrative encounters, and aligned teams through pipelines and metrics across 10 shipped titles (including Call of Duty, Fortnite, Risk of Rain, Dungeons & Dragons, WWE, and Skylanders). My latest released work has been for Risk of Rain 2, which has been played by almost 10 million players on Steam alone and helped it maintain a 95%+ Overwhelmingly Positive reception. I specialize in both high-level design leadership and technical hands-on prototyping and implementation, making me a strong contributor to teams and projects where it's important to lead by example.

Experience

14 yrs 8 mos
Total Experience
3 yrs 8 mos
Average Tenure
6 yrs 8 mos
Current Experience

Side

10 roles

Senior Game Designer

Promoted

Mar 2026Present · 2 mos · Fort Lauderdale, Florida, United States · Remote

  • Unannounced Action Combat Game (UE5, PC/XBX/PS5/Switch2)

Senior Game Designer

Sep 2025Jan 2026 · 4 mos

  • DUBS Sticker Collection Game (Unity, iOS/Android)
  • Implemented player-facing UI systems to streamline user flow, created mockups to align team
User InterfaceC#UnityGame DesignMockupsUser Stories

Lead Game Designer

Jun 2025Sep 2025 · 3 mos

  • Unannounced Survival Game (UE5, PC)
  • Authored pitch for the IP holder, rapidly prototyped gameplay to drive business development
Game DesignDesign LeadershipUE5BlueprintsSystems DesignMockups+5

Lead Game Designer

Jun 2024Jun 2025 · 1 yr

  • Unannounced Action Roguelike DLC (Unity, PC/XSX/PS5/Switch)
  • Directed design, features, and narrative, leading the team through full production while contributing hands-on development to the main DLC playable character, soon to be announced!
Game DesignDesign LeadershipC#Systems DesignLevel DesignUnity+7

Lead Game Designer

Apr 2023Jun 2024 · 1 yr 2 mos

  • Risk of Rain 2: Alloyed Collective (Unity, PC/XSX/PS5/Switch)
  • Defined and owned the DLC vision: core features, environments, progression, and narrative, delivering an expansion that resonated with the existing Risk of Rain 2 audience
  • Pitched the concept to Gearbox, secured approval, and led a cross-disciplinary team in balancing creative ambition with scope and schedule
  • Designed and implemented new playable character (Operator), introducing novel mechanics that expanded build diversity, and final boss (Solus Wing)
  • Built 4 locations and directed 2 more, establishing level design metrics for pacing, combat accessibility, and difficulty scaling across the DLC and future content through documentation
  • Designed and implemented systemic gameplay content (enemies, bosses, interactables, items) in C#, supporting emergent combat interactions and replay value
  • Released 11/18/2025 to Overwhelmingly Positive Steam reviews (96%), reinforcing the longevity of Risk of Rain 2 and validating the DLC’s design direction
Creative DirectionGame DesignDesign LeadershipC#Level DesignSystems Design+8

Senior Game Designer

Promoted

May 2022Jul 2023 · 1 yr 2 mos

  • Fortnite (UE5, PC/XSX/PS5/Switch/Mobile)
  • Collaborated directly with Epic Games on Fortnite Creative 2.0, designing and implementing gameplay experiences in UE5 Blueprints that supported the public launch and adoption of UEFN
  • Designed and implemented levels, devices, and gameplay prototypes using Verse that demonstrated UEFN’s creative potential, helping creators understand new workflows and gameplay possibilities
Game DesignTechnical DesignUE5UEFNLevel DesignDocumentation+6

Senior Game Designer

Apr 2022May 2022 · 1 mo

  • Internal IP 3rd Person Action Combat Game (UE4, PC)
  • Short-term helping the dev team in design and direction for features
Game DesignTechnical DesignUE4Blueprints3rd PersonAction

Senior Game Designer

Oct 2021Apr 2022 · 6 mos

  • Unannounced VR Project (UE4)
  • Developed and refined gameplay features through prototyping, mitigating comfort and usability risks early in development
Game DesignTechnical DesignRapid PrototypingUE4BlueprintsDocumentation

Lead Game Designer

Oct 2020Oct 2021 · 1 yr

  • Internal IP 3rd Person Action Combat Game (UE4, PC)
  • Led team through development to realize creative vision and develop core combat mechanics and systems built from scratch in Unreal
  • Implemented and balanced foundational elements from 3C's to combat elements such as melee and ranged attacks, combos, knockback, hit pause, haptic feedback, and more to establish the "feel".
Game DesignDesign LeadershipTechnical DesignCombat DesignRapid PrototypingUE4+5

Lead Game Designer

Jun 2019Oct 2020 · 1 yr 4 mos

  • Risk of Rain 2 (PC/XB1/PS4/Switch/Stadia)
  • Led level and gameplay feature development during Early Access, shaping combat spaces, enemies, and items that became foundational to the shipped game and its long-term replayability
Game DesignDesign LeadershipLevel DesignTechnical DesignC#Unity+7

Self-employed

Independent Developer

Jun 2016Jun 2019 · 3 yrs · Orlando, Florida Area · Remote

  • Carbon Copy (Unity, HTC Vive/Microsoft MR, Cancelled)
  • Prototyped and publicly demoed an original game, resulting in development support from Microsoft
Game DesignTechnical DesignVirtual Reality (VR)C#Unity

N-space

7 roles

Game Designer

Mar 2014Apr 2015 · 1 yr 1 mo · On-site

  • WWE 2K (Unity, iOS/Android/Amazon)
  • Pitched the WWE2K mobile concept to 2K, secured approval, and designed core mechanics and systems that translated the WWE brand into an accessible, touch-driven gameplay experience
Game DesignTechnical DesignSystems DesignC#User InterfaceUnity

Game Designer

Jun 2013Jun 2016 · 3 yrs · On-site

  • Sword Coast Legends (Unity, PC/XB1/ PS4)
  • Designed a procedurally generated dungeon system with tools for players to create their own levels and encounters in this ARPG
  • Assisted in creating pipeline for developing level design tiles quickly and efficiently, reducing development time
  • Tightened front-end flow, reducing friction so players could move intuitively from boot to gameplay
  • Implemented UI systems such as character selection/lobby, server browser, and console specific requirements
Game DesignTechnical DesignUser InterfaceLevel DesignC#Unity+1

Game Designer

Jun 2013Mar 2014 · 9 mos · On-site

  • Halo: Mega Bloks (UE3, X360, cancelled)
  • Built multiplayer combat spaces and prototyped core mechanics, validating encounter flow and player navigation in collaboration with Microsoft
Game DesignTechnical DesignLevel DesignUE3KismetDocumentation+5

Character Designer

Jan 2013Jun 2013 · 5 mos · On-site

  • Skylanders SWAP Force (Proprietary Engine, 3DS)
  • Scripted movement/combat behavior/special abilities for 11 playable characters, directly shaping moment-to-moment combat feel and player expression
  • Characters I scripted:
  • Hoot Loop
  • Rattle Shake
  • Trap Shadow
  • Roller Brawl
  • Smolderdash
  • Dune Bug
  • Fryno
  • Mega Ram Spyro
  • Ninja Stealth Elf
  • Knockout Terrafin
  • Big Bang Trigger Happy
Game DesignTechnical DesignCharacter Design3rd PersonActionAdventure

Lead Game Designer

Sep 2012Oct 2012 · 1 mo · On-site

  • Suits and Swords (Unity, iOS/Android/Amazon)
  • Led design, pitching the concept to Sony and securing a greenlight for further development by another internal team
Game DesignSystems DesignRequest for Proposal (RFP)DocumentationMockups

Lead Game Designer

Nov 2011Jan 2013 · 1 yr 2 mos · On-site

  • Shinjuku Nexus (Flash, Facebook/iOS, cancelled)
  • Directed a development team through early production, delivering playable features, UI systems, and cinematics while navigating shifting scope and priorities
Game DesignDesign LeadershipTechnical DesignSystems DesignDocumentationMockups+2

Game Designer

Feb 2011Nov 2011 · 9 mos · On-site

  • Call of Duty: Modern Warfare 3 Defiance (Proprietary Engine, NDS)​
  • Designed and scripted gameplay, encounters, cutscenes, and dialogue for over half of the campaign levels, delivering a fast-paced handheld experience within strict technical constraints
Game DesignTechnical DesignLevel DesignEncounter DesignMission DesignDialogue Writing+2

Utv ignition entertainment

Level Scripter

Sep 2010Nov 2010 · 2 mos · Gainesville Metropolitan Area · On-site

  • Reich (UE3, PC/X360/PS3, cancelled)
  • Reich was a physics heavy futuristic first-person shooter game in development using Epic's UDK. My contribution was scripting prototypes of mechanics and puzzles to determine viability/fun factor for levels of the game.
Game DesignTechnical DesignLevel DesignFPS

N-space

Game Designer

Oct 2009Aug 2010 · 10 mos · On-site

  • Call of Duty: Black Ops (Proprietary Engine, NDS)
  • Crafted 7 campaign levels, adapting core Call of Duty combat and narrative beats to handheld hardware while maintaining franchise quality and pacing
Game DesignTechnical DesignLevel DesignEncounter DesignMission DesignDialogue Writing+2

Florida interactive entertainment academy

Designer/Producer

Aug 2008Dec 2009 · 1 yr 4 mos · On-site

  • Lead Designer on "Energize" which won "Best Student Game" at the I/ITSEC 2010 Serious Games Showcase and Challenge
  • Designed/Managed small teams in the creation of 5 2-week game prototypes
  • Designer on large student project "Sultans of Scratch"; a dance and DJ game utlizing custom DJ peripheral and dance pad
  • Worked on various side projects ranging from Unreal Tournament 3 modding to traditional board games

Holland & knight llp

Help Desk Analyst

Dec 2007Aug 2008 · 8 mos · On-site

  • Met the IT needs of an international law firm 24 hrs a day
  • Eventually spent time aiding on all shifts available: Day/Evening/Night
  • Communicated with lawyers/IT teams from all over the world

Education

University of Central Florida

MS — Interactive Entertainment

Jan 2008Jan 2009

Florida State University

BS — Information Technology

Jan 2004Jan 2007

Campbell University

Computer Science

Jan 2003Jan 2004

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