Michael Schorr work email
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I make video games.Specialties: UX design, game design, level design, environmental art, management.
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Lead Game DesignerHalo Studios Oct 2024 - PresentRedmond, Wa, Us -
Forge Lead DesignerHalo Studios Aug 2018 - Oct 2024Redmond, Wa, UsHalo Infinite (Xbox, PC)-Developed the vision, design, and player experience for Halo Infinite's Forge, shepherding Forge features from concept to release-Authored design docs, collaborated with stakeholders, and evangelized designs within the team and partners to ensure alignment-Worked closely with other Halo Infinite teams to bring existing systems, tools, features, and content into Forge-Helped to manage our co-development relationship with Skybox Labs, which included feature roadmap planning, day to day communication, backlog management, and design guidance-Established a rapport with the Halo Infinite UGC community-Worked with the Forge community to collect, respond to, and implement Forge feedback and feature requests-Worked closely with 343 teams to understand player sentiment on Forge-Helped to create the internal process for developing 343 maps in Forge.-Helped to drive the development and release of 343 created maps in Forge (Argyle, Detachment, Empyrean)-Helped to establish schedule and roadmaps of the Halo Infinite playlist structure and content-Worked closely with Halo Infinite teams to ensure playlist plans were understood and content dependencies were identified-Worked with the analytics team to understand how Halo Infinite playlists were performing, helping to drive playlist planning and decisions-Hired, mentored, and managed multiple 343 designers from across the studio-Shipped Halo Infinite Forge in November 2022-Shipped Halo Infinite Seasons 2 - 7 -
Lead Ux DesignerWargaming Seattle Oct 2016 - May 2018Nicosia, CyUnanounced F2P MMO (PC)-Key stakeholder in the overall design vision of the project-Authored UX design docs-Created mockups and interactive wireframes-Shepherded UX designs from creation to implementation-Collaborated studio-wide to make sure UX designs supported all team needs-Created a process to manage feedback from internal and external sources-Created and managed our external UX testing program-Worked closely with the Metagame team to ensure UX designs fed directly into progression and retention-Worked closely with the Modes team to support UX needs of the new player journey -
Lead Modes DesignerWargaming Seattle Jun 2015 - Oct 2016Nicosia, CyUnannounced F2P MMO (PC)-Key stakeholder in the overall design vision of the project-Authored game design documents and shepherded them to implementation-Created the first draft of the new player journey-Guided the modes game design vision from concept to production-Hired, mentored, and supervised the modes design team -
Lead Level DesignerWargaming Seattle Jan 2014 - Jun 2015Nicosia, CyUnannounced F2P MMO (PC)-Key stakeholder in the overall design vision of the project-Developed process guidelines for the level design team to help unify content production and codifygameplay support rules-Guided the level design vision from concept to production-Hired, mentored, and supervised the level design team -
Lead DesignerU4Ia Games May 2011 - Oct 2013Bellevue, Wa, UsOffensive Combat (Unity engine, PC/Mac, browser based Free to Play FPS)- Authored and managed the overall design for Offensive Combat from the ground up,and guided the overall vision of the game from inception to Open Beta 2.0 (the current live version).- Heavily involved with the design and iterations for all game mechanics including weapon balance, player mechanics, economy, player progression, and user experience. - Designed various builds of Offensive Combat that were deployed internationally with various global partners. This included visiting and planning with our partners, as well as managing all the data sheets for the games. - Supervised and hired the design team.- Collaborated with the art team on producing multiplayer maps, which included creating and handing off functional, game play vetted whiteboxes to the team.- Designed and implemented a prototype mobile game that is still in development. -
Senior Level DesignerSony Online Entertainment Dec 2010 - Mar 2011San Diego, Ca, UsThe Agency (PS3, PC, UE3) · Created both multiplayer and 4 player co-op levels, taking them from concept to an advanced whitebox phase · Implemented AI setups, cover, objectives, gametype setups, and streaming · Prototyped new types of levels, working closely with art to develop reasonable workflows · Created test maps to gather metrics on a variety of variables · Gave feedback to designers on their levels and made sure everyone was on pace for our sprints · Kept the design department wiki up to date with how-to pages and reference pages -
Lead Level DesignerZombie Studios Sep 2006 - Nov 2010UsBlacklight Tango Down (Xbox 360, PS3, PC Unreal 3) · Managed a team of level designers in creating the layouts for 12 multiplayer maps and 4 co-op missions. · Responsibilities included streaming levels, AI and event scripting, lighting, texturing, bug fixing, and optimization. America's Army Apache Simulator (PC Unreal 3) · Managed a team of artists and programmers to design a level that contained 15 minutes of flying time. This simulator used a scale mock up of an Apache helicopter cockpit, was displayed on 5 screens, used real Apache controls, and contained compressed air thematics. This simulator was installed in the Army Experience Center in Philadelphia with the purpose of army recruitment. It is played by hundreds of people daily. · Responsibilities included design, layout, scripting, lighting, texturing, installation on location and QA. Rogue Warrior (Xbox 360, PS3, PC Unreal 3) · Created layouts and objectives for several single player missions. · Responsibilities included streaming levels, Al and event scripting, lighting, texturing, bug fixing, and optimization. -
Level DesignerUcmp Mar 2004 - Sep 2008The UCMP was an ongoing Unreal community level design team that created and released multiplayer mappacks.CTF-UCMP-DecaneCalderaDM-UCMP2-AdamantiumDM-UCMP2-TaronDM-UCMP3-GanthamDM-UCMP4-Elucidation
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Level Designer/ Environmental ArtistLiquid Development Sep 2005 - Sep 2006UsDamnation Blue Omega Created level design and gameplay from concept art, authored extensive gameplay design documents, prototyped designs in UE3 and 3DS Max. Mass Effect Bioware Created models and materials for in-game assets. Fracture Day One Studios Created models and materials for in-game assets. Mythos Flagship Studios Designed a level in 3DS Max for this RPG. SWAT Next Mad Doc Software Created models and materials for in game assets. -
DrummerDcfc Llc Jan 2000 - Sep 2002Drums
Michael Schorr Skills
Michael Schorr Education Details
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Seattle Central CollegeGame Design Certificate -
Beavercreek High SchoolHigh School Diploma
Frequently Asked Questions about Michael Schorr
What company does Michael Schorr work for?
Michael Schorr works for Halo Studios
What is Michael Schorr's role at the current company?
Michael Schorr's current role is Lead Game Designer at Halo Studios.
What is Michael Schorr's email address?
Michael Schorr's email address is sc****@****hoo.com
What is Michael Schorr's direct phone number?
Michael Schorr's direct phone number is +120641*****
What schools did Michael Schorr attend?
Michael Schorr attended Seattle Central College, Beavercreek High School.
What skills is Michael Schorr known for?
Michael Schorr has skills like Level Design, Unreal Engine 3, Game Design, Ps3, Xbox 360, Video Games, Multiplayer, Unreal 3, Environment Art, Gameplay, Game Art, Unreal Editor.
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