
GAME DESIGN / 2K GAMES
Borderlands 4
Elemental behavior, weapon concepts & cross-system interactions.
Explore the design ↗TECHNICAL GAME DESIGNER
LAS VEGAS, NV / PORTFOLIO 2026
I’m Erik, a technical game designer. I build gameplay systems in Unreal Engine with C++ and Blueprints, then test and refine how they feel to play.
Borderlands 4 / Mafia: The Old Country
01 / AAA GAME DESIGN
Featured game design credits at 2K.
Built alongside multidisciplinary teams.
COLLABORATE
Shipped worlds. Shared craft.
GAME DESIGN / 2K GAMES
Elemental behavior, weapon concepts & cross-system interactions.
Explore the design ↗
GAME DESIGN / 2K GAMES
Stealth, player information & detection feedback.
Explore the design ↗ADDITIONAL PRODUCTION CREDITS / 2K
Ethos / WWE / Civilization
QUALITY ASSURANCE / 2K
TopSpin
02 / PERSONAL & INDEPENDENT PROJECTS
Personal projects & commissioned indie work.
Systems design, prototyping & implementation.

PERSONAL PROJECT / SOLE DESIGNER & DEVELOPER
Every system feeds the run.
I designed and built a parkour controller, then connected traversal with melee combat, active abilities and dialogue. The technical design challenge is keeping each interaction readable without interrupting the player’s momentum.

PERSONAL PROJECT / DESIGNER & DEVELOPER
Survival is a shared system.
I built networked co-op, level travel and voice chat alongside first-person weapon handling, inventory and an in-world lobby. The technical design connects what each player sees and controls to the group’s shared session.

COMMISSIONED INDIE / 2023
Lead game design on a commissioned indie project, from movement and damage feedback to progression and escalating chase pressure.
Explore the design ↗
SKATEBOARDING / SPORTSA skating controller connected to trick chaining, score multipliers and progression.
Explore the systems ↗
JUST FOR FUN / PERSONALA little cat tycoon game I started for my girlfriend. Playable cats, tiny purchases, and a growing feline empire.
Meet the cats ↗MOBILE GAMEPLAY & UXGesture-to-action mapping, touch feedback and mobile gameplay constraints.
Explore the systems ↗03 / PROFESSIONAL EXPERIENCE
Across design, production
and quality assurance.
I coordinate work across design, art, engineering and QA, tracking features, milestones and dependencies. It has given me a better understanding of how to scope gameplay work and communicate what a feature needs from the rest of the team.
I wrote design documentation, prototyped and balanced gameplay, and worked with engineering, art and narrative teams. Embedded QA work also involved testing changes and helping triage issues during development.
I led the design work from pre-production through release, covering system specifications, feature scope, playtesting and production planning.
04 / THE PERSON BEHIND THE SYSTEMS
I’m a technical game designer based in Las Vegas. My experience spans personal projects, AAA game design, production and QA. I’m most interested in hands-on work: building a mechanic in Unreal Engine, trying it in a playable setting and figuring out what needs to change.
I work on movement, combat, networked co-op and gameplay UI. My QA experience helps me investigate unexpected behavior, while production has taught me to scope work and keep other disciplines in the loop. Both are useful when a prototype needs to become a feature people can build on.