EKERIK KELLEY
TECHNICAL GAME 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.

AAA GAME DESIGN AT 2K

Borderlands 4 / Mafia: The Old Country

01 / AAA GAME DESIGN

Part of something bigger.

Featured game design credits at 2K.
Built alongside multidisciplinary teams.

01

COLLABORATE

Shipped worlds. Shared craft.

ADDITIONAL PRODUCTION CREDITS / 2K

Ethos / WWE / Civilization

QUALITY ASSURANCE / 2K

TopSpin

Official promotional artwork. Titles belong to their respective studios and publishers.My roles at 2K ↓
CONTINUE EXPLORING

02 / PERSONAL & INDEPENDENT PROJECTS

Built around the player.

Personal projects & commissioned indie work.
Systems design, prototyping & implementation.

Hollow Ascent cyberpunk game environmentPERSONAL PROJECT / ACTION PLATFORMER

Hollow Ascent

Parkour, combat, dialogue & online systems.

SOLE DESIGNER & DEVELOPER
Dread Signal first-person gameplay with weapon visible in an industrial corridorPERSONAL PROJECT / MULTIPLAYER HORROR

Dread Signal

Networked co-op, gunplay, inventory & lobby systems.

DESIGNER & DEVELOPER
Death Death pixel-art desert game

COMMISSIONED INDIE / 2023

Death Death

A small game. A full design role.

Lead game design on a commissioned indie project, from movement and damage feedback to progression and escalating chase pressure.

Explore the design ↗
Browse all development videos ↗CONTINUE EXPLORING

03 / PROFESSIONAL EXPERIENCE

Design meets delivery.

Across design, production
and quality assurance.

2KGAMES
  • Borderlands 4Game design · Production
  • Mafia: The Old CountryGame design · Production
  • EthosProduction
  • WWEProduction
  • CivilizationProduction
  • TopSpinQA
2025 — PRESENT

Associate Producer

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.

2024

Game Designer

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.

2023 / DEATH DEATH STUDIO

Contract Game Designer

I led the design work from pre-production through release, covering system specifications, feature scope, playtesting and production planning.

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04 / THE PERSON BEHIND THE SYSTEMS

A designer who
gets it built.

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.

Unreal EngineC++ & BlueprintsSystems designPrototypingPlaytesting & balanceJira & Perforce
Read my resume ↗Explore my art ↗
LET’S CONNECT