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Highlights include 3 years of industry experience, 7+ years working with Unreal Engine, and a BA in Game Development (Design). The work history covers prototyping and feature design across UE5 and Unity, including deck-building roguelikes, tactical turn-based shooter elements, UI/UX flow ownership, player tooling iteration, stealth FPS systems, and mobile controls. 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\n[Email:](Email: jamesmoyse.dev@gmail.com)[ jamesmoyse.dev@gmail.com](Email: jamesmoyse.dev@gmail.com)  \nWebsite: [j](jamesmoysegamedesigner.co.uk)[amesmoysegamedesigner.co.uk](jamesmoysegamedesigner.co.uk)  \nLinkedIn: [linkedin.com/in/jamesmoyse](linkedin.com/in/jamesmoyse)  \nFor Visual CV: [jamesmoysegamedesigner.co.uk/cv](jamesmoysegamedesigner.co.uk/cv)  \n\n| SUMMARY\u003Cbr>Systems designer with supporting experience in UI/ UX and level design. 3 years of industry experience, 7+ years in Unreal Engine, and a BA in Game Development ( Design) .\u003Cbr>My goal is to provide players with experiences they can lose themselves in-designing systems that bring high-level fantasies to life and let the player author their own stories within them. |\n| --- |\n| WORK HISTORY\u003Cbr>Independent Game Designer / Developer Project: Vanguard ( Prototype) | UE5 | 2024 – 2025\u003Cbr>A self-directed project blending deck-building roguelikes and tactical turn-based shooters, focused on improving core design skills, learning 3 D modelling and exploring systemic design and procedural generation. |\n\nGame Designer, Behaviour Interactive Worms Across Worlds | Unity | 2023 – 2024  \nA modern take on the classic turn-based Worms chaos, built for Apple Arcade.  \nMy Highlights:  \n● Designed wireframes and UI/ UX flows that aligned design, UI and engineering early, reducing iteration time and ensuring intuitive menu navigation.  \n● Created new feature concepts that expanded the classic Worms toolkit while preserving the series’ identity and tactical depth.  \n● Adapted the franchise’s controls for gesture-based mobile input, maintaining accessibility without compromising precision or feel.  \n● Designed multiplayer systems – including matchmaking flows, player profiles and customisation – built for short mobile play sessions and long-term engagement.  \nGame Designer, Antimatter Games  \nIGI: Origins | UE5 | 2021 – 2023  \nA Cold War-era stealth FPS blending realistic espionage, tactical stealth and non-linear missions.  \nMy Highlights:  \n● Owned design for 3C/ Inventory, UI/ UX and reusable level elements, acting as the point of contact across disciplines, driving solutions to design problems and maintaining all documentation.  \n● Iterated on player tools to create meaningful trade-offs, provide clearer feedback and support multiple playstyles.  \n● Worked with level design to improve onboarding through play and integrate level elements effectively, refining encounters to teach mechanics naturally and offer varied challenges with multiple valid approaches.  \n● Coordinated cross-discipline sprint taskforces, planning work, resolving blockers and acting as the central communication point while delivering my own design responsibilities.  \n● Built rapid prototypes to validate feature ideas early, reducing iteration cost and improving design quality before full implementation.  \nSKILLS  \nDesign:  \nSystems & Mechanics Design (Combat, 3Cs, Player Abilities, Interactions) UI/ UX Design ( FTUE, Wireframing, Controls & Player Feedback)  \nLevel & Encounter Design  \nGame Prototyping & Iteration  \nBalance, Tuning & Player Data Analysis  \nTechnical:  \nUnreal Engine 5 ( Blueprints Visual Scripting, Level/ Event Scripting)  \nRapid Prototyping Whiteboxing/greyboxing Low-poly 3 D modelling Figma  \nVersion Control (Git, Perforce)  \nProcess:  \nDesign Documentation (Confluence, Nuclino)  \nFeature Ownership & Delivery Agile / Scrum (Jira)  \nCross-Disciplinary Collaboration Cross-Functional Alignment  \nEDUCATION  \nBA ( Hons) Game Development ( Design)  \n2:1 , Falmouth University 2017 – 2020  \nBTEC National Diploma, Game Development  \nMerit, Varndean College 2014 – 2016","cbCainjAdI1QvjU5","https://ap.wps.com/l/cbCainjAdI1QvjU5","pdf",96696,"English","# Summary\n# Work History\n## Vanguard (Prototype)\n## Behaviour Interactive: Worms Across Worlds\n## Antimatter Games: IGI: Origins\n# Skills\n# Education","[{\"question\":\"What is James Moyse’s core design focus?\",\"answer\":\"He focuses on systems and mechanics design, supported by UI/UX and level/encounter design. His experience emphasizes creating player tools, meaningful feedback, and coherent player experiences.\"},{\"question\":\"Which engines has James Moyse worked with most?\",\"answer\":\"He lists Unreal Engine 5 (Blueprints, level/event scripting) and Unity. He also highlights extensive time in Unreal Engine and project work across both engines.\"},{\"question\":\"What notable responsibilities does he mention in his work history?\",\"answer\":\"He reports owning design areas such as inventory/3C, UI/UX, reusable level elements, and player tool iteration. He also coordinates cross-discipline sprints, validates ideas with rapid prototypes, and designs multiplayer and mobile gesture controls.\"}]","James Moyse Game Designer CV - ATS | PDF",1789075991]