Eddie Peters • Game Designer
 

Hello!

 

I’m Eddie Peters,

a professional designer and artist who loves developing worlds with engaging gameplay and character.

 
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Background

I’m a developer that attended the Digipen Institute of Technology (2009-2013), where I’d met a team of like-minded devs, where together we produced a number of award winning titles, and kickstarted our first professional game: Distance!

Since then I’ve under-taken a positions, from Technical Level Design, Toy Design/Presentation, Sound Effect Designer, VR Scene Builder & Animator, to 3D Art Consultant. While I’ve enjoyed the opportunity to pursue an eclectic variety of creative projects, my passion lies with Game / Level Design. Wringing the potential out of an environment or interesting mechanic while incubating the sense of ‘fairness’ is a joy. Honing and balancing these experiences and transmuting them into something new and depthful with a driven team is my passion.

Of course, while I love working with most facets of a game’s framework, there’s nothing like the cryptic tug of creating mysteries off of the beaten path for players to chase and solve within a larger experience.

 

Secrets are my jam!

If I’m not pixel pushing, I’m probably wriggling my limbs to their limits, whether it be cycling, rock climbing, dodge-balling, ping-ponging, or just exploring the beautiful Santa Monica mountains.

That said, there’s nothing more exciting to me than finding an inventive bunch to share and feed off of each other’s creative energies with and do some problem-solving. If you have an interesting idea or project you’d like to flesh out, feel free to shoot me a line!
———
EddieCM@gmail.com

 

 

SKILLS

FIELDS
———
Game Design
Level Design

Narrative Design

Painting
2D Animation
3D Animation

Graphic Design

Video Editing & Composition

Sound Design

APPLICATIONS
———

Unity
Adobe Master Suite
3DS Max

Zbrush

Substance Painter

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Ableton Live

Sound Forge

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Featured Projects

 
 

TBA
- - -

Project not yet announced.

 

The Light Brigade - First Person Shooter Roguelite

My role on The Light Brigade began with our randomly generated levels, blending traditional visual story-telling sensibilities with Wave Function Collapse in an attempt to achieve the impossible task of infinite replayability, mingled with an intentional, hand-crafted feel. In addition, my responsibilities included:

  • Technical Level Design ( WFC )

  • Traditional Level Design

  • Collaborative Storytelling

  • Collaborative Boss Design

  • Graphic Design

  • Concept Art

  • Voice Over

 
Visit Steam Page

PLAY TRAILER

DISTANCE - atmospheric racer / action Platformer

I worked as a Campaign Lead and Co-Lead respectively within several of the story modes presented on this project, as well as a Designer for a multitude of stand-alone levels.
Responsibilities included:

  • Gameplay / Level Design

  • Collaborative Storytelling

  • Obstacle Design

  • Graphic Design

  • Concept Art

  • 3D Modeling

  • Texturing

  • Animation

  • SFX

 
VISIT OUR WEBSITE

VISIT OUR WEBSITE

PERSPECTIVE - platform Puzzler

I worked predominantly as a 3D artist on Perspective, but all said my responsibilities included:

  • Collaborative Narrative Design

  • Character Design / Concept Art

  • Graphic Design

  • 3D Modeling

  • Texturing

  • Animation

 
PLAY TRAILER

PLAY TRAILER

NITRONIC RUSH - Survival racer / Platformer

While on Nitronic Rush there were many opportunities to weigh in on gameplay and design, but my hands on experience was largely focused as a Co-Art Lead and SFX designer.

Responsibilities included:

  • Collaborative Narrative Design

  • Obstacle Design

  • Graphic Design

  • Concept Art

  • 3D Modeling

  • Texturing

  • 2D Animation

  • SFX

 
PLAY TRAILER

PLAY TRAILER

Zombie Rollerz: Pinball Heroes - Pinball Roguelike

I worked on Zombie Rollerz primarily from the publishing end, but there were opportunities to re-enforce the core dev team with in-game art assets.

Responsibilities included:

  • 3D Character Animation

  • 2D Asset Design

  • Graphic Design

  • 2D Animation

  • Trailers

  • Social Media Content

  • Voice Over

  • SFX


Additional Projects

 

Listen. It was a dark time in my life.

-Room Concept Design
-User Acquisition Trailers
-Social Media Materials
-SFX

LOL Surprise: room Makeover

EXE: MAINFRAME

Ballet meets Bullet-Hell in a computerized world where the player must fight back wave after wave of vile executable foes.

-Design Consultant
-3D modeling
-Textures
-SFX

SPLISH SPLASH

Wave Generation mobile game. Tap water to make waves, moving objects and entities into whirlpools. Created for Global Game Jam “Wave” theme.

-Gameplay / Level Design
-Art Assets
-Music
-SFX

HANKS A LOT

An all Tom Hanks themed fighting game where you may only fight as Tom Hanks’ characters from his various films.

-Fighting Style Design

-Art Assets

-Sound editing


Social Sim

Point based simulation of an early 20-something roaming a party and ultimately winning the social events.

-Game Design
-Art Assets

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