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SOFTWARE CREDITS SUMMARY                             1991- current

Killer Instinct Season 3 (XBOX ONE, Win10)

Design Director

Killer Instinct Season 2 (XBOX ONE)

Design Director

Ryse: Son of Rome (XBOX ONE)

Lead Combat Designer, Asst. Motion Capture Director

Killer Instinct Season 1(XBOX ONE)

Expert Consultant, Combat Design Support

Darksiders 2 (Xbox 360, PS3, PC)

Principle Game Designer (Samael Boss)

Titan (now Overwatch (PC, in production)

Senior Designer Level II, Combat Designer

Diablo III (PC, in production)

Additional Design, Combat Advisor

Star Wars: The Old Republic MMO (PC)

Principle Combat Designer

Shred Nebula (Xbox 360 Arcade)

Game Director

The Da Vinci Code (Xbox, PS2, PC)

Character Gameplay Scripting

Marc Ecko’s Getting Up (Xbox, PS2, PC)

Contract Combat Designer

StarCraft Ghost (Unreleased)

Contract Game Designer

World of WarCraft (PC)

Contract Game Designer

Criminal (Xbox, PS2 -Unreleased)

Project Director, Lead Combat Designer

Indiana Jones (Xbox, PS2)

Additional Design, Gameplay Scripting

Buffy the Vampire Slayer (Xbox)

Co-Team Leader, Lead Combat/Character Gameplay Designer

Savage Quest (Coin-Op)

Director of Development, Producer

Skins Game (Coin-Op)

Green Light Pitch and Concept Design

Tenth Degree (Coin-Op, unreleased)

Game Director, Lead Combat Designer

WeaponLord (SNES and Genesis)

Producer, Lead Gameplay/Combat Designer

Pac-Man 2: T.N.A. (SNES, Genesis)

Product Manager

Super Street Fighter II (Coin-Op)

Support Designer, Character Designer (Dee-Jay)

Street Fighter II Hyper Fighting (Coin-Op)

Co- Lead Designer, Master Game Balancer, Project Manager

Street Fighter II Champion Edition (Coin-Op)

Design Apprentice, Game Balance Advisor, Project Manager

Dungeons and Dragons (Coin-Op)

Design Apprentice, Product Manager, License Manager

Dark Stalkers (Coin-Op)

Design Consultant

Alien vs. Predator (Coin-Op)

Design Apprentice, Product Manager, License Manager

The Punisher (Coin-Op)

Design Apprentice, Product Manager, License Manager

Cadillac’s and Dinosaurs (Coin-Op)

Design Apprentice, Product Manager, License Manager

Slam Masters (Coin-Op)

Design Apprentice, Product Manager, Game Balance Advisor

Captain Commando (Coin-Op)

Product Manager

3 Wonders (Coin-op)

Product Manager




Game Pro’s Street Fighter II Hyper Fighting Strategy Guide (Lead Author and Expert Consultant)

Game Pro’s Street Fighter II Strategy Guide (Expert Consultant)



·         25 years of game development experience spanning console, PC and coin-op markets.


·         Extensive character gameplay design, hands on implementation and creative leadership experience for cross-discipline collaboration and coordination of all aspects of character gameplay and encounter production.


·         Comprehensive fighting and combat gameplay experience covering planning, systems, engine and tools, creative direction, animation direction, motion capture direction, implementation and final tuning.


·         Expertise in the design and implementation of character gameplay animation state managers, layered/blending animation behaviors and player control timing required to get AAA “look and feel”.


·         Well versed in full range of game design challenges from high level direction and theory to the hands on execution of core game systems for player control, AI, weapons, level spawning, master balance etc.


·         Unrivaled passion and experience in solving gameplay design vs. animation timing/look challenges, creatively and technically directing both sides to achieve great looking and feeling in-game results.


·         Experienced in the use of latency hiding techniques in the design of class abilities and supporting systems for online play, including multiple genres (Fighting, Action-RPG, MMO, FPS) of PvP and PvE games.


·         Strong documentation and communication skills covering design documents, visualization of game mechanics, best practices/training materials, pitch treatments and presentation, public speaking, etc. 



Software:                        MS Office, Photoshop, Project Management Tools, MS Viso.

Programming/Scripting:    C++, Proprietary scripting text and visual based languages.

Level Editors:                  Proprietary Editors similar to Unreal Ed.

Engines and Tools:          Extensive knowledge and use of proprietary engines and tools.

Pipelines:                        Character animation (hand, mo-cap, procedural, physics), control/input, collision

                                      (character, world, projectile), level creation, level event gameplay, master game

                                      balance/difficulty tuning.

Other:                             Wwyse, Morpheme, 3D Modeling Software, Audacity.

Adaptability:                     Rapid mastery of new tools, pipelines and working with engine capabilities.


PROFESSIONAL EXPERIENCE                                                                   1990- Present

Sega Of America, Capcom USA, Namco Hometek, Interplay Productions, Dead-On Design, Atari Games, Interactive Light, Collective Studios, CrunchTime Games, Bioware Austin, Blizzard Entertainment, Vigil Games, current- unannounced.

Full Bio Available on request.

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