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🎮 Innovative Game Designer | Empowering Creators and Shaping the Future of GamingWith over a decade of experience in game development and a foundation in grassroots modding, I specialize in designing immersive experiences across PC, console, mobile, and VR platforms. My passion lies in leading ambitious projects, collaborating with creative teams, and mentoring the next generation of developers.🌟 Key Highlights:-Directed Tiberian Sun Rising, a globally recognized mod project, leading a talented team to reimagine a classic franchise.-Contributed as Product Owner at mod.io, enabling cross-platform modding for AAA titles like Baldur’s Gate 3, Homeworld 3, and Dying Light 2 by leading the Unreal Engine plugin and C++ SDK development.-Designed engaging gameplay systems for My Little Pony: Magic Princess, a mobile game enjoyed by over 50M players worldwide and thriving for over a decade.-Educated and mentored aspiring developers, teaching Unreal Engine, Unity, and Python while designing a nationally recognized C# programming course.🚀 Let’s Collaborate: Whether you’re building groundbreaking games, driving innovation in interactive media, or empowering creators, I’m excited to connect and explore how we can push boundaries together.
Ts Rising
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Game Director (Volunteer Project)Ts RisingBayswater, Vic, Au
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Modder - Game DirectorTs Rising Dec 2007 - PresentLed the development of Tiberian Sun Rising, a highly acclaimed total conversion mod for C&C 3: Tiberium Wars, which I created in my spare time as a passion project. This project demonstrates my leadership, creativity, and technical expertise, earning multiple accolades within the modding community. I have worked on this project intermittently, prioritizing my professional commitments and pausing development during active contracts, which has naturally extended the timeline. Note: Electronic Arts owns Command & Conquer; this is a fan-driven project developed in accordance with EA's Official C&C Modding Guidelines. This project is not endorsed by or affiliated with EA. https://www.ea.com/games/command-and-conquer/command-and-conquer-remastered/modding-faqKey Achievements-Award-Winning Recognition: Voted #1 Best Upcoming Mod of the Year 2017 on ModDB.-Innovative Gameplay: Designed and implemented the Dynamic Tiberium Ecosystem, enhancing gameplay depth and strategic choices.-Strong Leadership: Directed a distributed team of designers, artists, and programmers, fostering collaboration and driving the project toward completion.-Community Engagement: Built a strong community presence, engaging with fans and cultivating a positive modding culture.Responsibilities-Authored comprehensive game design documentation and prototyped innovative mechanics.-Directed art and gameplay vision, ensuring consistency across assets, animations, and VFX.-Facilitated agile workflows, set milestones, and optimized production pipelines.-Balanced in-game economy and combat systems to deliver engaging strategic gameplay.
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Product Owner - Game Features (Unreal Engine Plugin, C++ Sdk)Mod.Io May 2023 - Jul 2024South Melbourne, Victoria, AuLed the development and delivery of cross-platform modding solutions, enabling seamless UGC integration on Windows, Mac, Linux, iOS, Android, Xbox, PlayStation, Nintendo Switch, and Steam Deck. Directed product strategy, backlog management, and collaboration for a team of 13 to deliver innovations to empower developers, boost player engagement🌟𝗞𝗘𝗬 𝗔𝗖𝗛𝗜𝗘𝗩𝗘𝗠𝗘𝗡𝗧𝗦🌟•Efficiency Gains: Streamlined Unreal Engine support by deprecating older versions, reducing maintenance by 40% saving 20 hours weekly for 7 engineers.•Platform Expansion: Added iOS, Android, Steam Deck support to C++ SDK/Unreal Plugin, driving UGC adoption in mobile and handheld markets•Console Support Enhancements: Improved TRC certification compliance, aligned updates with the latest Unreal Engine versions, and maintained compatibility with active SDK versions for Xbox, PlayStation, and Nintendo platforms•Cross-Platform Modding: Directed feature development for AAA titles such as Baldur's Gate 3, Homeworld 3, Dying Light 2, solidifying mod.io’s leadership in UGC•𝗙𝗘𝗔𝗧𝗨𝗥𝗘 𝗜𝗡𝗡𝗢𝗩𝗔𝗧𝗜𝗢𝗡: •Background Thread Support – improved performance •Temporary Mod Sets – multiplayer mod usage •Monetization Tools – wallet checks and mod purchases •UE5 Mod Browser UI – integration-ready for in-game mod discovery •Tag Localization – multi-language support•UI Optimization: Unreal 4, 5 UIs added multilingual font support, high-res elements up to 4K resolutions•Release Management: Delivered 15 C++ SDK updates and 14 Unreal Plugin releases, ensuring compatibility and console certification•Quality Assurance: Established QA workflows, onboarded QA hire and prioritized bugs to resolve customer issues🎯𝗦𝗧𝗥𝗔𝗧𝗘𝗚𝗜𝗖 𝗜𝗠𝗣𝗔𝗖𝗧🎯•Expanded mod.io’s reach to mobile and handheld, driving UGC adoption across new devices•Strengthened workflows, minimized disruptions for seamless cross-platform support•Reinforced mod.io’s position as a trusted UGC partner for AAA and indie studios -
Educator - Game Development & IctBox Hill Institute May 2020 - May 2023Box Hill, Vic, AuEmpowered the next generation of game developers through hands-on training, personalized mentorship, and real-world project guidance as part of the Diploma and Certificate IV in Games and Interactivity programs.Key Achievements-Curriculum Development: Designed and delivered engaging courses in C# (console applications, Unity), Python, Unreal Engine Blueprint scripting, and 3D modelling/animation with Blender and Substance Painter.-National Impact: Developed a specialized C# Programming course for the Department of Education, fostering programming talent across Australia.-Portfolio-Ready Training: Enabled students to create professional-quality portfolios by teaching level design, texturing, and asset integration into game engines.-Real-World Project Mentorship: Guided students through practical projects, bridging theoretical knowledge with industry applications.-Inclusive Education: Supported diverse learners, including neurodiverse, VETDSS, and Jobs Vic students, by adapting instruction and materials to meet individual needs and career goals.With a focus on technical skills, project-based learning, and inclusivity, I prepared students to excel in the competitive world of game development. -
External Game AssessorScreenwest Feb 2023 - Mar 2023East Perth, Wa, AuEvaluated and supported the growth of the Western Australian games industry by assessing 24 game projects for Screenwest’s funding program. Leveraged game design and production expertise to identify high-potential projects and provide actionable feedback to developers.Key Contributions-Thorough Evaluation: Delivered in-depth feedback on game submissions, analyzing creative design, market potential, and team capabilities.-Collaborative Decision-Making: Participated in panel discussions with industry experts to ensure fair and informed funding decisions.-Strategic Impact: Contributed to selecting and championing projects with the most substantial potential, fostering innovation within the local games industry.This role enabled me to make a meaningful impact by supporting developers and advancing the Western Australian games industry through strategic funding decisions. -
Producer & Engagement DesignerImmutable Aug 2018 - Feb 2019Sydney, New South Wales, AuLed the development of Gods Unchained (Beta), a blockchain-based trading card game (TCG), driving the project from early alpha to public beta while delivering a polished, player-focused experience.Key Achievements-Production Leadership: Advocated for team needs, optimized workflows, and resolved bottlenecks to ensure efficient milestone delivery.-Milestone Success: Delivered 547 playable cards, 6 God classes, and resolved 1,500+ bugs, setting the stage for a high-quality beta launch.-Player Engagement: Designed onboarding, tutorials, and retention systems to enhance user experience and drive engagement.-Strategic Insights: Conducted competitive analysis within the collectible card game (CCG) space, shaping feature enhancements and strategic decisions.-Collaborative QA Processes: Partnered with QA teams to refine testing workflows, ensuring smooth development and high-quality outputs.This role combined production leadership, strategic planning, and player-centric design, resulting in a robust beta experience and a strong foundation for future success. -
Product Manager - Pearls Peril (Mobile)Wooga Apr 2015 - Sep 2015Berlin, DeContributed to the success of Pearls Peril Mobile, a live hidden object game, by enhancing user experience and optimizing platform performance.Key Contributions-iPhone Launch Support: Managed marketing materials and optimized strategies for the iPhone launch, driving user acquisition and visibility.-Performance Optimization: Adapted the game for iPhone 4, ensuring compatibility and expanding the player base.-Data-Driven Refinement: Conducted A/B testing and utilized analytics to improve features and boost key performance metrics.-Cross-Platform Consistency: Collaborated on feature planning to maintain alignment across Facebook and Mobile platforms, enhancing player experience.This role allowed me to deliver targeted improvements for a high-profile live game while supporting its growth and market presence. -
Lead Game DesignerPikpok Feb 2014 - Jan 2015Wellington, Wellington Region, NzContributed to the design and development of high-profile mobile and VR titles, delivering innovative gameplay experiences across platforms.Key Contributions:Turbo Racing League (iOS/Android)-Gameplay Expansion: Added new features focused on multiplayer and player retention, driving long-term player engagement.-Game Balancing: Maintained design documentation and iteratively balanced core mechanics to enhance player experience.Into the Dead (VR)Platform Adaptation: We adapted Into the Dead from mobile to VR platforms (Samsung GearVR and Oculus Rift), redesigning gameplay for immersive experiences.-VR-Specific Features: Introduced a new VR-exclusive game mode and optimized game elements for user comfort and immersion.Monsters Ate My Metropolis (iOS/Android)-System Design: Led the development of core systems, metagame mechanics, and monetization strategies, boosting player retention and revenue growth.-UI/UX Development: Designed user flows and Unity prototypes to ensure intuitive and engaging player interactions.-Data-Driven Optimization: Analyzed player data to refine progression systems and improve monetization strategies.At PikPok, I leveraged creative vision, user-focused design, and technical expertise to deliver compelling and commercially successful gaming experiences. -
Project ManagerAppster Pty Ltd Jan 2013 - Dec 2013Melbourne, Victoria, AuManaged the delivery of over 10 concurrent game projects, ensuring alignment with scope, budget, and timelines while driving client satisfaction.Key Contributions-Project Planning: Scoped, budgeted, and planned tasks to meet diverse client requirements.-Client Management: Acted as the primary client liaison, fostering clear communication and strong relationships.-Team Leadership: Guided external teams and producers, resolving bottlenecks and maintaining project momentum.-Collaboration: Partnered with sales teams to onboard clients, ensuring alignment from inception to delivery.This role honed my skills in strategic planning, team leadership, and client management across a fast-paced portfolio of game projects. -
Lead Game DesignerGameloft Aug 2011 - Aug 2012Paris, Paris, FrPromoted to Lead Game Designer for My Little Pony: Magic Princess, a successful mobile game based on the beloved franchise. Oversaw game design, progression systems, and team collaboration to deliver an engaging player experience.Key Contributions-Game Design Leadership: Designed core gameplay mechanics, mini-games, story elements, and UI to optimize user experience across all aspects of the game.-Player Engagement: Developed progression systems, meta-game mechanics, and balanced game economies to enhance user retention and satisfaction.-Monetization Strategy: Created and implemented monetization strategies that balanced revenue generation with player satisfaction.-IP Alignment: Maintained comprehensive game design documentation, ensuring alignment with the My Little Pony IP and strategic objectives.-Collaborative Execution: Managed cross-functional teams, coordinating internal and external stakeholders to ensure cohesive design execution.-Community Growth: Integrated social features and viral strategies to maximize community engagement and drive player growth.-Pitching & Communication: Presented game concepts to publishers and executives, effectively articulating vision and strategic goals.At Gameloft, I combined creative leadership and technical expertise to deliver a highly engaging, franchise-aligned game that resonated with players and achieved commercial success. -
Level DesignerGameloft Mar 2011 - Aug 2011Paris, Paris, FrJoined Gameloft as a Level Designer for Silent Ops, a third-person action game, contributing to multiplayer level design and developing the inaugural single-player campaign mission.Key Contributions-Multiplayer Design: Designed intricate multiplayer levels and diverse game modes, enhancing gameplay dynamics and player engagement.-Single-Player Campaign: Created the first campaign mission, integrating narrative elements, plot progression, and onboarding tutorials to guide new players.-Collaborative Development: Worked cross-functionally with teams to ensure seamless integration of design elements and cohesive gameplay experiences.This role showcased my ability to design engaging gameplay experiences and provided a strong foundation for my promotion to Lead Game Designer. -
Quality AssuranceZoomorphix Systems Feb 2009 - Mar 2011Sanford, North Carolina, UsEnsured the quality and reliability of software products through rigorous testing, efficient defect management, and close collaboration with development teams.Key Contributions-Testing & Validation: Conducted regression testing and designed comprehensive test plans to ensure consistent product performance.-Automation Expertise: Developed automated test scripts using Selenium API, improving testing efficiency and accuracy.-Defect Management: Managed bug tracking and reporting, providing detailed insights to developers and ensuring prompt issue resolution.-Release Support: Facilitated product release sign-offs by conducting thorough quality assessments and validations.This role laid the foundation for my analytical and technical skills, providing hands-on experience in ensuring software excellence. -
Community Manager (Founder And Webmaster)Cnc Source 2001 - 2011Founded and led CnC Source, a fan website for the Command & Conquer franchise, fostering a vibrant community and providing a comprehensive resource for enthusiasts. This role combined community engagement, leadership, and content curation, solidifying CnC Source as a pillar of the Command & Conquer community.Key Achievements-Community Leadership: Built and maintained strong relationships with EA Games’ Community team, representing CnC Source at high-profile events, including EA’s Community Summit for C&C 3: Tiberium Wars and GamesCOM for C&C 4: Tiberian Twilight.-Event Organization: Partnered with other Command & Conquer websites to host community-wide initiatives like the Community Map Pack competitions.-Content Strategy: Published news, fan-created mods, maps, and art, establishing CnC Source as a go-to resource for the C&C community.-Forum Engagement: Moderated and fostered a positive, interactive environment within CnC Source’s forums.-Support for Creators: Hosted and promoted promising mod projects, spotlighting fan innovation and creativity. Provided hosting for mods such as The First Tiberian War and many others.
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Customer Care OperatorTech Precision Pty Ltd Mar 2005 - Jul 2009Scoresby, Vic, AuProvided nationwide customer support while coordinating engineer dispatches to meet Service Level Agreements (SLAs) during off-peak and emergency shifts.Key Contributions-Customer Support: Managed incoming calls, addressing customer inquiries and emergencies with rapid response to tight SLAs.-Engineer Coordination: Scheduled and dispatched engineers across Australia to resolve critical equipment failures and urgent service needs.-Contract Support: Assisted in managing a major Woolworths contract, efficiently handling increased call volumes while maintaining high service standards.-Reliability & Communication: Ensured seamless client-engineer communication using company-provided tools during off-peak hours.This role developed my ability to manage high-pressure situations, prioritize tasks, and deliver exceptional customer service. -
Interactive Multimedia Developer (Industry Placement)Orbit Research Ltd Feb 2006 - Feb 2007GbCompleted a year-long industry placement as part of my Bachelor of Multimedia Software Development at Swinburne University, contributing to high-profile interactive and multimedia projects.Key Contributions-Gamified Interfaces: Designed user interfaces for NASA’s Mission Control simulation, enhancing usability and interaction in mission-critical scenarios.-Immersive 3D Content: Developed a stereoscopic 3D solar system tour for the Yorkshire Planetarium, creating an engaging and educational experience.-Specialized Training: Gained expertise in stereoscopic 3D production through Inition (London) training, applying advanced techniques to multimedia projects.-Collaborative Innovation: Worked with international teams to design and implement interactive systems, integrating technical and creative elements.This placement provided practical experience in game design, 3D content creation, and interactive multimedia systems, laying the groundwork for my game development and user-centred design career.
David Thompson Skills
David Thompson Education Details
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Swinburne University Of TechnologyMultimedia Software Development
Frequently Asked Questions about David Thompson
What company does David Thompson work for?
David Thompson works for Ts Rising
What is David Thompson's role at the current company?
David Thompson's current role is Game Director (Volunteer Project).
What is David Thompson's email address?
David Thompson's email address is dt****@****rce.com
What is David Thompson's direct phone number?
David Thompson's direct phone number is +614018*****
What schools did David Thompson attend?
David Thompson attended Swinburne University Of Technology.
What are some of David Thompson's interests?
David Thompson has interest in Recreational Game Development, Writing, Different Cultures, Researching Other Media Channels, Virtual Reality, Strategy Games, Karate, Cakes And Baking.
What skills is David Thompson known for?
David Thompson has skills like Game Design, Game Development, Game Mechanics, Level Design, Mobile Games, User Interface Design, Video Games, User Interface, Texturing, 3d Modeling, Unity3d, Monetization.
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