Ethan Chamberlain

Game Designer

Software: Unity, Unreal Engine, GitHub, Perforce, Hansoft, Figma, Confluence, Trello, Miro, Twine

Code: C#, Unreal Blueprints, Arduino

Game Design: Level Design, System Design, UX, Prototyping

Email: ethanchamberlain42@gmail.com

Resume: download

PROJECTS

  • An office desk with a computer monitor displaying a cartoon image of a bouquet of flowers and a girl, a label reading 'EMPLOYEE #1 COLOR(S) PAPER', a control panel with buttons, a joystick, a glowing round button, a landline phone, a white paper or form, and a small piece of paper attached to the monitor with a paperclip.

    Chromacorp

    GAME DESIGNER

    I worked as a generalist game designer on this Indiecade and Alt.CntL GDC award winning project. I designed the games core loop, various mini games, and puzzles.

  • Top-down view of a virtual game room or warehouse with containers, machinery, storage units, and lighting fixtures.

    Shots in the Dark

    LEVEL DESIGNER

    I designed and built levels for Shots in the Dark a top down pvp shooter where the primary light source is gunfire.

  • Screenshot of a computer game with a spaceship control room, showing different colored sections, with characters, cables, and control panels.

    Chromacorp 2D

    PROJECT LEAD / GAME DESIGNER

    I led an agile team of artists, audio engineers and UX/UI designers that built a 1-4 player coop 2D arcade game over a few months.

  • Empty indoor space with white partitioned seating areas, small tables, and gray tiled floor, resembling a waiting or lounge area.

    Blasted Layoffs

    LEVEL DESIGNER

    Blasted Layoffs was a senior project built in Unreal in which I designed the levels and player movement system.

  • A mobile game screen shows a skateboarding skate park with an animated 3D layout. A building is being constructed, taking 7 hours and 58 minutes. The interface includes a back arrow, game title "Skate", and options to skip or build.

    Skate Elysium

    GAME DESIGNER

    Mobile game prototype that showcases player retention strategies, a monetization model, and the core gameplay loop.