Charles Peng
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Charles Peng Email & Phone Number

Senior Game Designer at Blizzard Entertainment
Location: Irvine, California, United States 5 work roles 1 school
1 work email found @blizzard.com 1 phone found area 978 LinkedIn matched
✓ Verified July 2026 4 data sources Profile completeness 100%

Contact Signals · 1 work email · 1 phone

Work email c****@blizzard.com
Direct phone (978) ***-****
LinkedIn Profile matched
3 free lookups remaining · No credit card
Current company
Role
Senior Game Designer
Location
Irvine, California, United States

Who is Charles Peng? Overview

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Quick answer

Charles Peng is listed as Senior Game Designer at Blizzard Entertainment, based in Irvine, California, United States. AeroLeads shows a work email signal at blizzard.com, phone signal with area code 978, and a matched LinkedIn profile for Charles Peng.

Charles Peng previously worked as Game Designer at Hi-Rez Studios and Associate Game Designer at Hi-Rez Studios. Charles Peng holds Bachelor'S Degree, Computer Science, College Of Engineering from Cornell University.

Company email context

Email format at Blizzard Entertainment

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{first_initial}{last}@blizzard.com
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AeroLeads found 1 current-domain work email signal for Charles Peng. Compare company email patterns before reaching out.

Profile bio

About Charles Peng

I'm a Game Designer striving to make some of the most fun and exciting content available on the market.

Listed skills include Java, Game Design, Microsoft Office, Level Design, and 19 others.

Current workplace

Charles Peng's current company

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Blizzard Entertainment
Blizzard Entertainment
Senior Game Designer
AeroLeads page
5 roles

Charles Peng work experience

A career timeline built from the work history available for this profile.

Senior Game Designer

Current

Irvine, Ca, Us

Currently working as a Combat Designer on Diablo 4, with a focus on Encounters (monsters, bosses, scripted fights, etc.)The majority of my content has been boss fights--I've worked on over two dozen of them including all Stronghold bosses, all Capstone-Dungeon bosses, a couple Campaign bosses, Act bosses, World bosses, Activity bosses, and Repeat-Dungeon bosses. I've also developed multiple monster families--these are the smaller monsters that make up the bulk of combat in the open world and dungeons.As part of the monster making process I work closely with other departments like Story, Animation, VFX, Sound, Concept, Programming, etc. to create a shared vision, and lead everyone in making a creature that not only plays well and appropriately challenges our audience through gameplay, but that highlights the talents and imaginations of the many skilled developers on all these teams.My personal tasks revolve around conceptualizing kits, prototyping abilities, creating the creature's AI/Behavior, managing the big picture goals and direction for the feature teams working on these monsters, and maintaining strong back-and-forth between individual team members (concept, animation, vfx, sound, etc). Abilities and AI are largely scripted myself using our robust engine, with help from programming for more intricate asks.I have the most fun working with teams of developers creating entirely new content, but I also have a good amount of experience working solo and creating unique fights out of recycled assets. At every job I've had, finding ways to get the most bang for buck out of our budgets has a key factor in developing content. Whether it's making something new with the intention of easily re-using parts of it, or finding fresh uses for existing animations, models, vfx, mechanics--I've been diligent to keep our budgets in mind and make as much content as possible.

Jun 2020 - Present

Game Designer

Alpharetta, Ga, Us

At Hi-Rez I worked in many different fields of design on the projects: Paladins, SMITE, and Rogue Company- Character/Gameplay/Combat DesignWhile on Paladins I drove the creation of several characters in our popular hero-shooter. This included designing unique gameplay hooks, ability kits, and each of the character-specific guns our champions have. As part of character design I've also spent a great deal of time working with multiple departments in animation, vfx, sound, programming, and 2D-art to drive the best unified vision of the character as possible.I also worked on character balancing and card / talent balancing (Paladins' unique playstyle customization system) which includes several hundred different modifiers. We strove to make sure the meta never felt too stagnant and that players could enjoy the game in new, interesting ways.- Systems DesignDeveloping strong outer-loop systems is vital for a live-service game to maintain interest, and while on Paladins and SMITE I developed several special events, progression systems, monetization/retention systems (eg. Battle Pass), and out-of-game engagement systems (eg. pushing players to watch our esports with in-game systems).- Voice Pack Writing/Casting/DirectingI've written and cast many of the voice packs as part of the cosmetics we sell at Hi-Rez. We do our best to add as much quality content as possible with player purchases and have spared no effort to produce voices that capture the feel of the cosmetics we sell. With every voice we also direct the actors during recording to ensure the right feel. My personal favorite to have written: https://paladins.gamepedia.com/Ameri-Khan_Khan_voice_lines- AI and PvEWhile on Paladins I was in charge of all things AI and PvE related. This included the implementation of each character's AI tree as we released them. PvE prototyping was also handled by me. On SMITE I revamped and implemented the majority of their character AI, and developed PvE encounters.

Sep 2016 - Jun 2020

Associate Game Designer

Alpharetta, Ga, Us

Jetpack Fighter (iOS, Android)- Lead Level Designer for Hi-Rez’s mobile 2.5D speedrunner/action game Jetpack Fighter- While working on Jetpack Fighter I developed over a hundred levels in Unity 3D with over two dozen kinds of enemies, several bosses and minibosses, and multiple environmental gimmicks, spanning over three themed zones.- The levels I worked on, like much of Jetpack Fighter, were heavily influenced by Mega Man and built to incorporate some of that game’s core values like fostering fluid gameplay and teaching players about new enemies and environmental hazards through level design.Paladins (PC, XBOX, PS4)- Lead AI Designer for multiplayer hero-shooter Paladins.- In Paladins I’ve designed and coded AI Trees in Unreal 3 tailored for each character in the hero-shooter. - I've made the AI focused on providing a fun experience for new players and fair difficulty to veteran players so that difficulty comes from bots coordinating, making use of each character's abilities, and playing with roles in mind, without the need to “aim-bot” to create artificial difficulty.

Aug 2015 - Aug 2016

Mobile Level Designer Intern

Alpharetta, Ga, Us

Jetpack Fighter (iOS, Android)- Worked as an intern level designer for Hi-Rez studios for the Summer on their mobile games team and developed several levels for Jetpack Fighter that would later become part of the finished product.- While working as an intern I did my best to absorb as much new information as possible, produce the best work I could, and invest as much time as I could to make fun and engaging content. It was after a few months that I was offered a full-time position.

Jun 2015 - Aug 2015

Undergraduate Research Assistant

Ithaca, Ny, Us

Worked with research team developing algorithms to optimize computer systems network trafficking. Set up a data server for the team, assisted with website design and coding, software debugging, and familiarized new team members with basic UNIX and using the data server to submit code.

May 2013 - May 2014
1 education record

Charles Peng education

  • Cornell University
    Cornell University
    College Of Engineering
FAQ

Frequently asked questions about Charles Peng

Quick answers generated from the profile data available on this page.

What company does Charles Peng work for?

Charles Peng works for Blizzard Entertainment.

What is Charles Peng's role at Blizzard Entertainment?

Charles Peng is listed as Senior Game Designer at Blizzard Entertainment.

What is Charles Peng's email address?

AeroLeads has found 1 work email signal at @blizzard.com for Charles Peng at Blizzard Entertainment.

What is Charles Peng's phone number?

AeroLeads has found 1 phone signal(s) with area code 978 for Charles Peng at Blizzard Entertainment.

Where is Charles Peng based?

Charles Peng is based in Irvine, California, United States while working with Blizzard Entertainment.

What companies has Charles Peng worked for?

Charles Peng has worked for Blizzard Entertainment, Hi-Rez Studios, and Cornell University.

How can I contact Charles Peng?

You can use AeroLeads to view verified contact signals for Charles Peng at Blizzard Entertainment, including work email, phone, and LinkedIn data when available.

What schools did Charles Peng attend?

Charles Peng holds Bachelor'S Degree, Computer Science, College Of Engineering from Cornell University.

What skills is Charles Peng known for?

Charles Peng is listed with skills including Java, Game Design, Microsoft Office, Level Design, Unity3D, Python, Mobile Game Development, and Unreal Engine.

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