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I'm Ian Atherton, I've been designing games and levels professionally since 2013. My work has ranged from shop simulations, to 2d platformers, to hack and slash RPG's and even VR survival horror. I have been driven to work on video games from a very young age, taking pride in the process of iterating and developing fun and interesting experiences. I've worked on designer-curated experiences focused on achieving flow, as well as procedural systems that try and navigate the balance between fun and surprising randomness. I am constantly learning, and have worn many hats in the development process. In my most recent position at 343 Industries I learned a lot about the specialization and internal pipelines prevalent in triple-A companies, and it just excited me more about the industry I already loved.

The Days After, is an atmospheric VR survival horror game in which the player is tasked with finding their family in the aftermath of a recent zombie apocalypse scenario. I worked with 5 Finger Studios as a technical artist, helping implement new zombies with more clothing variety, as well as designing levels and gameplay beats for their narrative driven experience.  

Since October 2015 I've been working on my own game: Crimson Keep. It's a first person hack n'slash adventure taking inspiration from some of the best games from my childhood. As a game designer, I'm always learning, and this game is no exception. I've worn many hats during this project including: designer, artist, producer, and audio engineer.

On the game Shoppe Keep I played a key role in the identity of the game. I defined the art style, introduced melee combat with barbarians, shop layout, alchemy system, mini-games as well as player customization features. I also played an integral role in the marketing side of things, giving the game its name. Shoppe Keep's been a great success, and I'm honored to have played such a pivotal role in that success.

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On Fjall, we started with an engine with an interesting lighting system and basic platforming physics. I worked with the lead developer to turn it into a deeper game, allowing the player to take on different forms at a whim to deal with special environmental obstacles and puzzles. I created nearly every level design, and made all the art for the game.

© 2019 Ian Atherton

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