With over 17 years of Game Design experience specializing in Level Design, Content Design, and Systems Design, I have had the privilege of contributing to notable projects such as H1Z1, Planetside 2, Vanguard: Saga of Heroes, EverQuest 1 & 2, and most recently, serving as a Lead Designer at HiDef Inc. Now, I am available for freelance work. In addition to my extensive Game Design experience, I also have proficiency in animation, which complements my skill set. Whether you require detailed game design documents, precise data implementation, captivating animation sequences, or assistance in crafting engaging gameplay mechanics, my expertise enables me to deliver exceptional results across various aspects of game development. As an enthusiastic gamer, I am deeply committed to creating immersive and enjoyable experiences. My dedication to excellence, combined with my passion for movies and games, serves as a driving force in delivering intuitive and captivating content for every project I undertake. I eagerly anticipate the opportunity to collaborate with you and bring your creative vision to fruition.

Leonard Gullo II

PRO

With over 17 years of Game Design experience specializing in Level Design, Content Design, and Systems Design, I have had the privilege of contributing to notable projects such as H1Z1, Planetside 2, Vanguard: Saga of Heroes, EverQuest 1 & 2, and most recently, serving as a Lead Designer at HiDef Inc. Now, I am available for freelance work. In addition to my extensive Game Design experience, I also have proficiency in animation, which complements my skill set. Whether you require detailed game design documents, precise data implementation, captivating animation sequences, or assistance in crafting engaging gameplay mechanics, my expertise enables me to deliver exceptional results across various aspects of game development. As an enthusiastic gamer, I am deeply committed to creating immersive and enjoyable experiences. My dedication to excellence, combined with my passion for movies and games, serves as a driving force in delivering intuitive and captivating content for every project I undertake. I eagerly anticipate the opportunity to collaborate with you and bring your creative vision to fruition.

Available to hire

With over 17 years of Game Design experience specializing in Level Design, Content Design, and Systems Design, I have had the privilege of contributing to notable projects such as H1Z1, Planetside 2, Vanguard: Saga of Heroes, EverQuest 1 & 2, and most recently, serving as a Lead Designer at HiDef Inc. Now, I am available for freelance work.

In addition to my extensive Game Design experience, I also have proficiency in animation, which complements my skill set. Whether you require detailed game design documents, precise data implementation, captivating animation sequences, or assistance in crafting engaging gameplay mechanics, my expertise enables me to deliver exceptional results across various aspects of game development.

As an enthusiastic gamer, I am deeply committed to creating immersive and enjoyable experiences. My dedication to excellence, combined with my passion for movies and games, serves as a driving force in delivering intuitive and captivating content for every project I undertake.

I eagerly anticipate the opportunity to collaborate with you and bring your creative vision to fruition.

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Skills

Ga
Game Design
Unity
Ji
Jira
Blender
3D
3D Animation
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Experience Level

Game Design
Expert
Unity
Intermediate
Jira
Intermediate
Blender
Intermediate
3D Animation
Intermediate
Animation
Intermediate
Unreal Engine 3
Intermediate
Figma
Beginner
3D Model
Beginner

Language

English
Fluent

Education

Add your educational history here.

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment
    uniE613 Unannounced Titles for Protagonist Games and HiDef Inc.
    I served as a member of a prototype team entrusted with the exploration of diverse game designs, encompassing genres such as dance, collectible card games (CCG), turn-based tactics (TBT), and rhythm games. Throughout this role, I engaged in collaborative efforts across multiple disciplines to prototype pioneering concepts and systems tailored for prominent platforms utilizing the Unity engine. Additionally, I assumed responsibility for designing and documenting the Game Design Document (GDD), encompassing essential elements such as features, monetization strategies, player progression, and user retention techniques. Collaborated across disciplines to prototype innovative game concepts and systems for PC, Console, and Mobile platforms using the Unity engine. Led the design and execution of systems across diverse genres, including rhythm games and groundbreaking concepts. Created comprehensive high-level and low-level game design documentation outlining core mechanics, gameplay elements, progression systems, retention features, and in-app purchases (IAP). Utilized Figma for flowcharts and storyboarding to visualize and communicate design concepts effectively. Mentored and provided guidance to junior designers and design interns, fostering their growth within the team. Took an active role in implementing content for game prototypes, ensuring design concepts were translated into engaging gameplay experiences.
    uniE621 H1Z1; H1Z1: King of the Kill; H1Z1: Just Survive
    H1Z1 emerged as a groundbreaking massively multiplayer zombie survival game set in a post-apocalyptic rendition of the USA. Drawing inspiration from renowned titles like DayZ and Rust, H1Z1 ingeniously combined the best elements of both, crafting an immersive experience unlike any other. Powered by the ForgeLight engine, also utilized in Planetside 2, the game pushed boundaries in both gameplay and technology. Upon joining the development team during its early stages, I initially focused on my expertise in level design. However, as the project evolved, it became evident that there were myriad roles to be filled and systems to be designed. Stepping up to the challenge, I expanded my responsibilities to encompass content and systems design, playing a pivotal role in shaping the game's core mechanics. Within a team comprising a combat designer, vehicle designer, and a research-focused associate, I assumed a multifaceted role, bridging the gap between various disciplines. I facilitated seamless communication between Art, Code, and Design teams, ensuring cohesion and progress across all facets of development. My contributions extended beyond traditional level design, encompassing critical aspects such as itemization, item spawning mechanics, and the intricate systems governing body simulation and restraints. Moreover, I played a significant role in the creation and evolution of the Battle Royale mod, which led to the game's split into two distinct SKUs: H1Z1: Just Survive, focusing on survival, and H1Z1: King of the Kill, dedicated solely to the explosive popularity of Battle Royale gameplay. Throughout my tenure, I remained dedicated to driving progress and fostering collaboration, leveraging my expertise to guide art direction in level design and map creation while simultaneously refining and iterating upon gameplay systems to deliver an unparalleled gaming experience.
    uniE621 Planetside 2
    Planetside 2 stands as a pioneering free-to-play futuristic massively multiplayer online first-person shooter renowned for its large-scale combined-arms combat on expansive maps. Notably, it holds the prestigious Guinness World Record for 'Most players in an online FPS battle.' In my role as Lead Environments Designer, I spearheaded the production and quality assurance of the game's dynamic environments, shaping the immersive world of Planetside 2. With a focus on meticulous attention to detail, I oversaw the production, implementation and quality of the world, encompassing level design, systems design, and art direction. My responsibilities ranged from conceptualizing and implementing dynamic landscapes to ensuring seamless integration of gameplay mechanics with the virtual realm, thereby enriching the experience for players navigating the vast landscapes and contributing to the legacy of Planetside 2. Spearheaded world environment production, overseeing level design, systems design, and art quality. Mentored and directed a team of designers to craft high-quality, engaging level designs with optimal flow and FPS performance. Facilitated strong cross-team collaboration between design, art, and engineering departments. Orchestrated task scheduling and prioritization to ensure goal achievement. Standardized level design practices to accommodate expansive environments. Formulated continent and world environment concepts, including lore, themes, visual references, design specifics, and art assets. Devised systems for facility capture mechanics, objectives, and territory control to enhance gameplay dynamics. Collaborated closely with engineers to improve design tools and terrain editing capabilities, boosting overall productivity. Designed and polished Points of Interest (POIs) and wilderness areas to support combined arms combat.
    uniE621 Vanguard: Saga of Heroes
    Vanguard: Saga of Heroes was a groundbreaking MMORPG that captivated players with its vast, immersive world. Set in a rich traditional fantasy realm, it stood as a pinnacle in the realm of free-to-play online gaming. I was brought onto the Vanguard team by the late Brad McQuaid, the visionary behind the game's inception. Starting as an associate game designer, I worked tirelessly, steadily progressing to the esteemed role of Game Designer II. Over the course of my tenure spanning roughly four years, I undertook a myriad of responsibilities, crafting intricate narratives, designing engaging quest lines, meticulously balancing raid dungeons, items, and class abilities, and implementing a wide variety of content. From populating the overland landscapes to intricately designing group and raid dungeons, fine-tuning class abilities, introducing captivating particle effects, and refining the tutorial zone, each task contributed to shaping the game's captivating world and player experience. Crafted intricate group dungeon content, enriching gameplay experiences for players. Authored captivating storylines and side quests, contributing to an immersive game world. Designed and placed NPCs strategically, managed itemization, and orchestrated challenging boss events to engage players and promote cooperative gameplay. Designed and implemented diverse group and raid dungeon content, enhancing gameplay variety. Crafted compelling storylines, side quests, and narratives to immerse players in the game world. Created and positioned NPCs, managed itemization, and designed challenging boss events. Developed systems for faction-specific mounts and successfully implemented them. Leveraged tools such as Unreal Editor for level design and particle creation, showcasing adaptability with various game engines.
    uniE621 EverQuest II: Sentinel's Fate
    I played a pivotal role in developing select quest lines as part of the Golden Path initiative within the Everquest II expansion, Sentinels Fate. This involved crafting engaging and immersive quests designed to guide solo players towards reaching maximum level while delving deeper into the game's rich lore and gameplay mechanics. Implemented solo overland content as part of the Golden Path, providing guidance to casual solo players. Crafted engaging quests and narratives for players. Created and positioned NPCs, managed itemization, and designed boss events to enrich player experience.
    uniE621 EverQuest: The Broken Mirror
    EverQuest: The Broken Mirror was an expansion to the ground-breaking MMORPG that was released in 1999. I joined the team for a brief stint to help out with itemization for this expansion.

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