Sr Staff Systems Designer
CurrentWorking with the amazing team at Bend Studio on their next high-profile AAA title.
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Anthony Morton is listed as Sr Staff Systems Designer at PlayStation, based in San Diego, California, United States. AeroLeads shows a work email signal at playstation.com and a matched LinkedIn profile for Anthony Morton.
Anthony Morton previously worked as Sr Systems Designer at Amazon Games and Sr Systems Designer at Playstation. Anthony Morton holds Bachelor Of Science, Game Art And Design from Westwood College - Denver North.
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AeroLeads found 2 current-domain work email signals for Anthony Morton. Compare company email patterns before reaching out.
I'm currently working as a Sr Systems Designer for PlayStation here in San Diego. I'll be helping out design and craft some of the major game-play and interactive systems in upcoming AAA titles. Systems design has always been something I've enjoyed sinking my teeth into and I'm excited to grow as a designer and push myself on this new exciting journey.Specialties:Combat Design • Extensive experience with both first and third person weapon and combat design • Worked with concept, animation, audio, and VFX to assure weapons felt as impactful as possible • Ability to understand complex combat mechanics and how they fully interact with each other • Designed around live titles and fulfilled community expectations while maintaining game balance • Constant attention to detail and eyes on what the competition is doing to enable the ability to provide a competitive analysis on why other titles may have success or failure • Mindful of tool and deadline limitations so scope can be controlled, and quality can be maintainedLevel Design • Performed rapid and agile prototyping of levels, systems, and game modes. • Solid understanding of the principles of 3D game design • Level and game flow planning • Concept and design documentation • Created modular kits for quick and iterative level prototyping • Wide range of level design experience from hallway shooters to massive open worlds System, Progression, and Live Design • Dedicated Live Designer responsible for balancing and maintaining a live title utilizing data and analytics to back up decisions • Designed monetization systems to resolve competing requests from the Design and MTX teams • Designed the Event, Reward, and Announcement systems needed for a live title • Designed and managed the development of multiple characters from concept to implementation • Progression design and player pacing
Listed skills include Level Design, Game Design, Video Games, Gameplay, and 25 others.
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Working with the amazing team at Bend Studio on their next high-profile AAA title.
Seattle, Washington, Us
Helping the team as a Sr Systems Designer who will be specializing on the gathering and crafting systems for New World.
San Mateo, California, Us
Working on some pretty cool stuff that I can't say too much about :)
San Diego, California, Us
Lead Designer for the new session-based game, PlanetSide Arena• Responsible for owning the vision for what a session-based version of PlanetSide should be• Crafted extensive design documentation for game-wide systems and the goals and ideals behind each• Continually met with team members across all disciplines to review content and provide proper design direction and goals• Worked incredibly closely with the Lead World, UI, and Character designers/artists to assure cohesive design language and goals were present throughout the entirety of the game• Worked with artists and outsourcing to assure all assets that were being processed had cohesive designs and implementation• Utilized multiple strategies to maintain team involvement, engagement, and interest throughout multiple phases of the project• Currently the main “talking head” for the game in terms of both media and community• Encouraged collaboration and ownership for the team and made sure people felt like they had freedom and could run with their ideas while still sticking to the initial visionDisclaimer: I'll be able to share more details once this project has shipped.
San Diego, California, Us
Design Lead for all combat and game systems for H1Z1 • Was the lead for 14 developers across both combat and system teams• Was put in charge of combat after the Combat Update to bring the game back in alignment of the desires of the community• Redesigned a plethora of how the games subsystems functioned (they were hard coded) so they were systematized and tunable by designers without server downtime o This includes, but is not limited to, gas mechanics, loot distribution, vehicle systems, and ranking systems• Designed and led the implementation for many of the in-game systems that were used on the esport competitive front for tournaments like Dream Hack and Twitchcon• Worked with professional players and streamers for Focus Group testing and as one of the lead spokespeople for H1Z1• Was the main developer that interacted with the community on Twitter, Reddit, and Twitch to build and strengthen the bond between studio and the community• Worked with all disciplines daily to provide feedback and insight on project from a community viewpoint to assure the project is moving in the right direction
San Diego, California, Us
Sr Level Designer for H1Z1: King of the Kill• Joined the H1Z1 team to assist the world building team to improve gameplay flow and reduce world object count for performance improvements• Designed and implemented multiple POIs for the revamped Z2 map that were based around more vertical gameplay• Was tasked to create the Level Design test for new applicants
San Diego, California, Us
I was brought on to a new team at DBG as a Sr Systems Designer for an unannounced project. Due to the nature of the industry, that is all I can share at this time.
San Mateo, California, Us
Designed and championed multiple systems, characters, and ideas from concept to completion• Dedicated live designer responsible for balance, staging patches, events, etc• Work directly with the analytical team to validate balance and monetization concerns with data• Designing character kits, progression systems, monetization systems, and many other aspects of design• Working with other disciplines to create pipelines and processes• Creating design documentation and fleshing out future systems needed for development• Lead Inventor on multiple patents Sony has submitted for the unique design systems in Kill Strain
Redwood City, Us
Designing and blocking out levels for the Syfy Shooter MMO, Defiance• Spearheaded the Competitive Multiplayer movement and led the development team for it• Designed all of the multiplayer maps from the ground up, including ship and DLC maps.• Created and defined the combat metrics used in Defiance• Worked closely with programmers and artists to implement and develop in-depth multiplayer mechanics• Designed the layout and all of the buildings used in the co-op map, Explosions 101• Designed a plethora of buildings used in the over world POI’s• Designed the modular system used to create the 5 arenas for the Castithan DLC Pack• Assisted other designers to balance weapons, abilities, and upgrades.• Worked alongside of the systems team to develop and implement the game modes, rewards systems, and progression used in multiplayer• Managed the team and designed the level and content used for Gamescom 2012• Participated in events like E3 and Gamescom providing interviews to the press and potential investors
Campbell, Ca, Us
Teach the basic concepts of level design as well as the software required to construct in game content· Teaching between 5-8 students in class at a time· Instruction includes use of Unreal Engine 3.0, Source Engine, Aurora Engine· In charge of numerous activities to help keep camp morale up to par· Responsible for making sure that weekly projects of students are turned in correctly and on time
Run the retail end of the store while managing 3-4 service technicians· Worked in the store dealing with customers and sales· Assisted with billing issues and payment inquiries· Enforced company policies and followed up with customer concerns· Responsible for daily ordering of parts and supplies the business needed
Level and Asset DesignerHelped design the basic assets for an upcoming project for the Microsoft BuildDreamPlay Contest• Utilized 3ds Max 2010 to create models for the game• Helped with basic creature creation and level layout• Worked in Photoshop designing a correct color pallet for the game
Quick answers generated from the profile data available on this page.
Anthony Morton works for PlayStation.
Anthony Morton is listed as Sr Staff Systems Designer at PlayStation.
AeroLeads has found 2 work email signals at @playstation.com for Anthony Morton at PlayStation.
Anthony Morton is based in San Diego, California, United States while working with PlayStation.
Anthony Morton has worked for Playstation, Amazon Games, Daybreak Game Company Llc, Trion Worlds, Inc., and Id Tech Camps.
You can use AeroLeads to view verified contact signals for Anthony Morton at PlayStation, including work email, phone, and LinkedIn data when available.
Anthony Morton holds Bachelor Of Science, Game Art And Design from Westwood College - Denver North.
Anthony Morton is listed with skills including Level Design, Game Design, Video Games, Gameplay, Low Poly Modeling, Game Development, Unreal Engine 3, and Mmo.
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