BEN BROOK // PROFESSIONAL DOSSIER

PROFESSIONAL SUMMARY

I stand at the intersection of Art and Engineering. With over 5 years of AAA and Live Ops development experience, I don't just build levels—I architect living, breathing ecosystems where player agency creates emergent narrative.

My expertise lies in translating high-level creative direction into concrete, playable reality. Currently at Nexon America, I design core systems and ensure the functional integrity of a massive live MMORPG environment for a global audience.

I am a Technical Craftsman first. My deep proficiency in visual scripting, AI behavior trees, and combat logic allows me to prototype complex systems independently, bridging the communication gap between Design and Code.

CORE SKILLS

Perforce Jira Maya / 3ds Max Illustrator Figma HTML/CSS/JS
UNREAL ENGINE 5 EXPERT
BLUEPRINT SCRIPTING EXPERT
MISSION & SPATIAL FLOW ADVANCED
SYSTEMIC COMBAT DESIGN ADVANCED
WEB & UI ENGINEERING PROFICIENT

WORK EXPERIENCE

Game Designer

2026 — PRESENT
Nexon America • MapleStory Classic
  • Live Ops & Systems: Evolving the Global MapleStory Classic World through innovative level design and gameplay mechanics.
  • Core Stability: Designing core systems and ensuring the stability of a live, constantly updating MMORPG environment.
  • Cross-Functional Collaboration: Working closely with various departments to enhance the player experience and maintain functional integrity for a global audience.

Level Designer

2024 — 2025
Cloud Chamber • BioShock 4
  • Mission Ownership: Architected core narrative missions from paper design to Alpha, defining critical path pacing and combat beats.
  • Technical Leadership: Owned complex Blueprint scripting for bespoke gameplay moments, reducing engineering overhead.
  • Cross-Functional Alignment: Unified Art, Narrative, and Design teams to deliver cohesive environmental storytelling.

Gameplay / Level Designer

2023 — 2024
Skydance Games • Behemoth
  • VR Combat Design: Engineered visceral melee combat arenas tailored for VR physicality and spatial awareness.
  • Systemic Design: Implemented physics-based interaction systems to enhance player immersion and agency.

Game / Level Designer

2022 — 2023
Skydance • TWD: Saints & Sinners Ch. 2
  • Scripting Systems: Developed modular encounter scripts used globally across the project to streamline production.
  • Optimization: Led layout optimization passes to maintain high framerates on constrained VR hardware.

Game & Level Designer

2020 — 2021
Independent • Award Winning Projects
  • Team Leadership: Directed a 40-person multidisciplinary team to ship an Intel Award-winning title.
  • Pipeline Dev: Established asset pipelines and version control standards for rapid iteration.

BFA Interactive Design

GRADUATED
SCAD • Game Development & Design