Rocky Mnt Game Devs
Talks, Lectures, Game Building
for Colorado developers

Sean Kevin Farrell
Your game designer
from paper to product
Starting in 2012 professionally, I've been incredibly privileged to work on multiple aspects of designing games for the Mobile, PC & Console markets.
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Need help finding the vision for your product?
Do you want to know more about how your game fits into the market as a whole? What about how to define new systems and set a path to profitability with your title?
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us & eu citizen

Here's what I Care About
Passionate about the intersection of Play & Business. Crafting worthwhile experiences for players with max engagement.
I believe the key to successful launches is having the metrics correct up-front.
Focusing on building engaging products for players that bring something new to the table. Creating an ecosystem within a product that can support itself and it's players growth over years to come. Building relationships with your communities and bridging the gap between idea and positive change.
Experience
2012 - 2013

game design intern
Austin Tx -> Tiburon, Orlando. Working on Connected Career Mode.
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Content Design - Weather Systems
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Important part of immersion in Madden - "It should be snowing in X month at Y Stadium"
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Content Design - Implementing new Uniform Pieces for Xbox 360 & PS4
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Different data format per platform, everything new needed to be implemented & tested on both hard platforms.​
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2014 - 2015

game design intern
Only design intern on a team of 2 at the very beginning of Digit Game Studios, now a Scopely studio.
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Designer - Dynamic Rewards System & Balance - Kings of the Realm
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PvE loot system with levers to increase the % of drops based on player level.
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Built tuning sheets for rewards and helped optimize live-ops drop rates.
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Designer - Base Defense System​ - Kings of the Realm
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Defined a consumable that the player could craft to help protect a part of their castle.​
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Designer - Crafting System /w luck mechanics - Kings of the Realm​
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Players ​
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2017 - 2018

UX & Product Contractor
Independent Contract Designer, supporting Team Goally Gamifying their product to increase engagement
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Systems & UX - Goally Handheld Device
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Goally aims to help children with Autism & ADHD to get through their daily routine easier by giving the children goals & trackers.
Added progression through rewarding collection loop.
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2020 - 2021

UX Contractor
Contract UX designer supporting teams find the vision of their products.
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UX & Systems Support - Scopely, LA (iOS/Android) - In Development
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​Team of 3, Creating full UX bible with extensive content library for 4x games.
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UX - SIPHER (PC,iOS/Android) - In Development
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​6.9 Million USD Startup building NFT RPG on the Blockchain.
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Team of 2, designed Marketplace, Characters & Inventory flows /w crossover touchpoints for higher conversion potential.
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2015 - 2020

Intern -> Game Designer I -> Game Designer II
5 year spell designing products from pre-production to live-ops, focusing on many aspects of design while there.
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Systems & Content - Dragonvale World (iOS/Android)
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​Managed all content integration, automating pipelines with Python.
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Started in pre-production, designed many systems from 1 off unique legendary dragons as years long chase goals, to daily rewards, goal systems, achievements, FTUE, live-ops events etc.
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Systems Design - Dragonvale (PC,iOS/Android)
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​Defined progression, rewards, FTUE, of new matching puzzle gamemode.
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Systems & Content Design - Hoops Clash (iOS/Android)
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Designed a Haptics system for more precise shooting.
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Designed new cards and upgrades.
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Systems, Combat, Level Design - Flingjitsu (PC,iOS/Android) - Unreleased
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2D Turn Battler - Fling your team into battle Angry Birds style, activating abilities to clear the level.
Unique characters & abilities - PvP & PvE tracks - Deep Upgrade Progression
Took game from prototype to full production, defining core gameplay Characters, Abilities, Combat & Level structure (PvP & PvE).
Created balance models for combat between unique teams & abilities.
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2020 - 2023

designer, producer, MOVE-AND-SHAKER
Designing the future at Giant Fox Studios across multiple projects.
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Lead Design - Shelter Story (iOS/Android) - Bubble Pop - In Development
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Play as YOUR DOG, rehabilitating animals, helping them find forever homes.
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Completed & presented deep market research to position this game.
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Playable vertical slice upon request- full production in development.
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System, Level & UX - Swing Striker (Steam Fall 2022) - In Soft Launch
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2v2 online multiplayer 2D rocket league. Full single player + Live service
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Designed/implemented full single player campaign, full live-ops strategy for future content, battle pass progression, more.
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(RevShare) Tech Designer & BizDev - BATSU! The Punishment Card Game
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Team of 3 to design & support Kickstarter campaign - 300% funded by Day 3
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Ported the card game into a PC/Mac standalone game for Steam that players could play over Zoom during Quarantine.
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App Manager, PM & Design - Frederick: Learn To Read (iOS/Android)
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Netflix style subscription service designed from the ground up.
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Project managed team of 2 engineers + 2 artists, coordinating their work with my designs and client needs.​
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Managed All IOS and PlayStore needs.
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2022 - 2024

senior DESIGNER - combat Design, UX championed
Designing the future at Giant Fox Studios across multiple projects.
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Senior Game Design - Veilrunners (iOS/Android/Switch) - MMORPG On the Go - Canceled (2.5 Years)
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Pod leader, keeping our team honest and on target.
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Created many iterations of unique Combat Systems, Game Modes, FSM AI systems for boss and character AI.
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Changed UX culture from Photoshop to Figma to allow for faster and more accurate iterations of UX flows.
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Implemented many new processes for MZ to help increase productivity and accuracy of design communication
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