David Midgley Email & Phone Number
@respawn.com
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Who is David Midgley? Overview
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David Midgley is listed as Principal Technical Designer: Narrative at Bit Reactor at Bit Reactor, based in Los Angeles, California, United States. AeroLeads shows a work email signal at respawn.com and a matched LinkedIn profile for David Midgley.
David Midgley previously worked as Principal Technical Designer: Narrative at Bit Reactor and Lead Narrative Technical Designer at Respawn Entertainment. David Midgley holds First, English from University Of Cambridge.
Email format at Bit Reactor
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About David Midgley
I have 15 years' experience across 13 AAA videogame projects and 4 indie projects. Making games and tools doesn't feel like work to me, it feels like play.I currently work as Principal Technical Designer: Narrative at Bit Reactor.I have a very strong technical aptitude, and deep knowledge around building systems, content and tools, especially for Unreal.I am also a proven leader and people manager who helped ship Star Wars Jedi: Survivor's massive narrative with a small and extraordinarily talented team of narrative technical designers and writers. Empowering a small team to achieve big things required developing and owning the narrative pipeline all the way from writing to in-game experience.In addition to my focus on Unreal for the past 7 years, other AAA development experience includes Unity, as well as the game engines used to develop Call of Duty, Halo, Mafia III, World of Tanks, and Driver: San Francisco.I've also found it valuable to leverage my interest in Ruby on Rails, Python, C++, AWS, Node.js, and C# when building tools and pipelines. Credits --STAR WARS JEDI: SURVIVOR (2023)Lead Narrative Technical DesignerSTAR WARS JEDI: FALLEN ORDER (2019)Senior Technical DesignerCALL OF DUTY: MODERN WARFARE 2 REMASTERED (2020 - contributed in 2018)Senior Technical DesignerAAA PROJECT "LAST EXPEDITION" (Certain Affinity, 2018)Senior Technical DesignerWORLD OF TANKS (Halloween 2017)Technical DesignerMAFIA III (2016)DesignerCALL OF DUTY: MODERN WARFARE REMASTERED (2016)Technical DesignerHALO 2: ANNIVERSARY (2014)Technical Designer, Game ModesUNANNOUNCED PROJECT (Murka, 2014)Lead WriterAGE OF BOOTY: TACTICS (2014)Technical DesignerSUPER BARISTA (2014)Game Design ConsultantUNANNOUNCED PROJECT (Zindagi, 2013)Lead WriterHALO 4: BULLSEYE PACK (2012)Technical Designer, Ricochet Game ModeHALO 4 (2012)Technical Designer, Multiplayer Game ModesFINAL RUN (2012)Writer MEDIEVAL MOVES: DEADMUND'S QUEST (2011)Lead Writer DRIVER: SAN FRANCISCO (2010)Narrative Designer iOS TITLES INC. ANGRY BIRDS, HELSING'S FIRE (2009)Marketing Writer STAR WARS: BATTLEFRONT III (2008)Game Designer - Cutscenes
Listed skills include Video Games, Game Design, Game Development, Gameplay, and 46 others.
David Midgley's current company
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David Midgley work experience
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Lead Narrative Technical Designer
At Respawn I led and managed a team of Narrative Technical Designers. My team owned and developed narrative-related game systems and content. I also maintained a technical portfolio of narrative-related pipelines, tools, and game systems.STAR WARS JEDI: SURVIVORMy team built tools, systems, and pipelines for writers, narrative designers, encounter designers and level designers. We worked with animation, art, sound, visual effects and engineering to realize compelling in-game narrative experiences, systems and mechanics in Star Wars Jedi: Survivor.If you talked to characters, followed rumors, played alongside a companion, watched cinematics, or engaged with any non-combat side-content (Mind Trick, Garden, Fishing, Force Echoes, Mementos), then you interacted with our work!STAR WARS JEDI: FALLEN ORDERI designed and developed a wide range of game systems, tools and pipelines on Star Wars: Jedi Fallen Order, with a particularly strong focus on delivering the game's narrative elements. I also authored other core game systems like interacts, doors, the game pause menu and databank architecture.
Senior Designer
I worked for Certain Affinity in Austin, Texas for 6 years in a variety of primarily technical roles on a number of high-profile AAA projects such as Halo and Call of Duty.CALL OF DUTY: MODERN WARFARE 2 REMASTERED (2020 - contributed in 2018)Senior Technical DesignerAAA PROJECT "LAST EXPEDITION" (Certain Affinity, 2018)Senior Technical DesignerWORLD OF TANKS (Halloween 2017)Technical DesignerMAFIA III (2016)DesignerCALL OF DUTY: MODERN WARFARE REMASTERED (2016)Technical DesignerHALO 2: ANNIVERSARY (2014)Technical Designer, Game ModesAGE OF BOOTY: TACTICS (2014)Technical DesignerHALO 4: BULLSEYE PACK (2012)Technical Designer, Ricochet Game ModeHALO 4 (2012)Technical Designer, Multiplayer Game Modes
Co-Founder
I cofounded this web startup focused on live events. I helped build the website using JQuery and Ruby on Rails with PostgreSQL. I built the iOS app on my own using Objective-C. I was also responsible for analytics and US trademarks.
Web Developer
I supported this UK-based garment design and import startup by developing and managing their website.
Lead Writer (Freelance, Remote)
Freelance contract as Lead Writer for an unannounced mobile game prototype which did not proceed to full production.
Game Design Consultant, "Super Barista"
Designed the core game loop for the team based on fundamental principles given their fiction and constraints."Best New Games", iOS App Store - #13; "a clever mix of strategy and time management" (PocketGamer); "Easy to learn, frantic to master" (AppGameNews)
Lead Writer (Freelance, Offsite)
Worked freelance remote as Lead Writer on unannounced AAA project pitch for Sony and Zindagi Games.
Writer
Wrote the script for FINAL RUN (iOS)."A masterful blend of compelling plot, well-drawn characters ... one of the most impressive indie debuts yet this year" (iFanzine); "Storyline’s great... Pick up Final Run!" (iPhone Gamer UK)
Lead Writer
Wrote all cutscenes for MEDIEVAL MOVES: DEADMUND'S QUEST (Playstation 3) by Zindagi Games."The comic book cutscenes are awesome" (IGN); "a deep, fleshed-out story... Humorous characters and an entertaining plot." (EGMNow)
Narrative Designer
In the final months of the project I was promoted from Script Editing Support to Narrative Designer. I wrote and edited scripts for DRIVER: SAN FRANCISCO. Designed core dialogue logic and mission dialogue flow."If there was a heroes of game writing award, they should get it, because... they pulled it off, and it's a really good story, really well-written, really well-acted, it's funny, it's serious, and it's a good game." - Erik Wolpaw
Script Editing Support
Designed logic for what gameplay information to convey during missions in Driver: San Francisco. Fixed issues in Ubisoft's scriptwriting and VO pipeline. Worked in writers' room on missions, story beats and overarching story pitches.
Marketing Writer
Wrote marketing copy for 20 mobile games published by Chillingo like Angry Birds, Helsing's Fire, and Predators.
Game Designer
Cutscenes Game Designer on STAR WARS: BATTLEFRONT III. Cutscene design and level scripting. Bugfixed looping animation C++ code to improve performance. Wrote scenarios for Galactic Conquest. Created new game concepts for Free Radical Design.
Founder
Designed websites and branding, wrote content, performed SEO, using the LAMP stack. Developed a PHP CMS used by David Howarth, Member of Parliament for Cambridge 2005-2010.
Other Games Experience
2007 - After graduation from college, I and two friends worked on an FPS prototype engine using Ogre3D, RakNet, and PhysX.1999-2004 - my introduction to games and programming came as a teenager when I used two programming languages, which were based on Forth and Lisp, to emulate a MUD game experience within a MUCK codebase that I ran on my own server. It had 2294 players and ran using 377 in-game programs, with a high of 30 simultaneous players and 810,000 uses of the global chat over the game's lifetime. I worked on the game from the age of 15 to 20, and it exposed me to game design principles, internet protocols, telnet and networking, web development, the basics of C and compilation, and code collaboration.
Voyager Books: Editorial Intern
I helped edit 3 fantasy novels, wrote blurbs for publication, and read manuscript submissions for Voyager / HarperCollins.
David Midgley education
First, English
Education record
Frequently asked questions about David Midgley
Quick answers generated from the profile data available on this page.
What company does David Midgley work for?
David Midgley works for Bit Reactor.
What is David Midgley's role at Bit Reactor?
David Midgley is listed as Principal Technical Designer: Narrative at Bit Reactor at Bit Reactor.
What is David Midgley's email address?
AeroLeads has found 2 work email signals at @respawn.com for David Midgley at Bit Reactor.
Where is David Midgley based?
David Midgley is based in Los Angeles, California, United States while working with Bit Reactor.
What companies has David Midgley worked for?
David Midgley has worked for Bit Reactor, Respawn Entertainment, Certain Affinity, Zone In, and Hindu Kush Clothing.
How can I contact David Midgley?
You can use AeroLeads to view verified contact signals for David Midgley at Bit Reactor, including work email, phone, and LinkedIn data when available.
What schools did David Midgley attend?
David Midgley holds First, English from University Of Cambridge.
What skills is David Midgley known for?
David Midgley is listed with skills including Video Games, Game Design, Game Development, Gameplay, Xbox 360, Scripting, Computer Games, and Level Design.
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