Senior Game Designer
CurrentWorking on the World of Warcraft encounters team.- World of Warcraft: The War Within- World of Warcraft: Dragonflight
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Scott Morin is listed as Senior Game Designer at Blizzard Entertainment, a with 5356 employees, based in Irvine, California, United States. AeroLeads shows a work email signal at blizzard.com and a matched LinkedIn profile for Scott Morin.
Scott Morin previously worked as Founder and Designer at Skull Magnet Entertainment and Senior Designer at Blackbird Interactive. Scott Morin holds Game Design from Vancouver Film School.
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AeroLeads found 1 current-domain work email signal for Scott Morin. Compare company email patterns before reaching out.
Experienced designer and educator in the video game industry. Passion for game, technical and level design. Work history includes some of the biggest developers and publishers.
Listed skills include Game Design, Gameplay, Level Design, Game Development, and 19 others.
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A career timeline built from the work history available for this profile.
Irvine, California, United States
Working on the World of Warcraft encounters team.- World of Warcraft: The War Within- World of Warcraft: Dragonflight
Vancouver, British Columbia, Canada
- Ideated, pitched, and documented tactical turn-based RPG game concept.- Designed, prototyped, and implemented game features, systems, and content in Unreal Engine.- Implemented custom A* and grid solution for pathfinding in Blueprints.
Vancouver, British Columbia, Canada
Senior Designer on Minecraft: Legends
Vancouver, Canada Area
Director of Game Design Programs at the Centre for Entertainment Arts.- Ensured all design and development curriculum is up to industry standards.- Hired and managed 20+ instructional staff, mentors, and teaching assistants.- Mentored and guided students through the game design and development journey.- Taught multiple design courses to students and provided feedback on assignments.- Established business development relations with Canadian studios to get students internships and contracts.
Vancouver, Canada Area
Senior Designer on Plants vs. Zombies: Battle for Neighborville.- Took ownership and oversaw the Turf Takeover game mode near ship.Senior Level Designer on multiple cancelled Star Wars projects.- Blocked out gameplay spaces using proprietary tools and Maya.- Prototyped various open world activities and events using proprietary visual scripting tools.- Designed and documented various world locations and levels during preproduction.Senior Level Designer on Star Wars: Squadrons.- Prototyped various mission beats for the campaign during preproduction.
Montreal
Lead the single player level design team for Star Wars Battlefront 2.- Worked with direction to establish vision for level design.- Managed and mentored a team of twelve level designers, ranging from junior to senior.- Saw through twelve single player chapters from concept to ship.- Created document templates and kept documents up to date for other disciplines and external partners.- Worked with technical design to establish implementation standards.- Reviewed game content and provided feedback and guidance to the team.- Worked and communicated closely with other discipline leads to create a cohesive experience.- Collaborated cross studio with EAV, DICE and Criterion.- Collaborated with level artists to create whiteboxing kits.- Took ownership of implementing two chapters.- Approver and reviewer for any LD related bug during build locks.
Vancouver, Canada Area
Level Design Instructor at Vancouver Film School.- Updated entire level design curriculum with current and relevant industry experience.- Converted all UDK course material to Unreal Engine 4.- Mentored students through the creative process of level design and project development.- Graded student’s work according to an objective and qualitative rubric to assess level design aptitude.- Taught students level design theory, practical processes, hands on tools and efficient workflows.- Awarded 3 Best Instructor and 4 Best Course Awards by students
Montreal, Canada Area
Level Designer on Watch Dogs.- Designed and implemented a portion of the critical path, including final level/boss fight.- Blocked out and iterated on gameplay spaces with primitives and mesh kits.- Conceived, prototyped and implemented multiple game objects and mission beat types.- Iterated content based on playtest and director feedback to bring owned missions to 4/5+ quality mark.- Point of contact for auditing and refactoring released junior level designer’s work.- “Power User" of proprietary level design tools.Level Designer on Watch Dogs 2.- Prototyped various mechanics, mission types, and features during preproduction.
Design Scripter on Prototype 2.- Designed and implemented a variety of story/open world missions.- Used Lua and proprietary placement tools to implement story/open world missions.- Created custom camera sequences in game for dramatic moments and important reveals.- Set dressed owned mission areas with props and ambient NPCs for world storytelling.- Worked closely with writers and artists to ensure custom content was cohesive with the mission.- Championed implementation of Black.net terminals and open world hunt targets.
Level Designer on SSX.- Used Houdini and Python implement procedural rules for creating tracks using voxelization. - Prototyped terrain types for gameplay proof of concept.- Tackled track design issues and solved them with procedural solutions.
Quest Designer on Pirates of the Caribbean: Armada of the Damned.- Designed and implemented a portion of the main quest and over a dozen side quests.- Used a proprietary visual scripting tool and systemic quest managing tool to implement quests.- Designed, prototyped and helped implement multiple features including NPC vs. NPC combat, environmental interaction mechanics and spawn closets.- Championed character database, which included organizing and maintaining all NPC archetypes.
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Tabitha Candelaria
Colleague at Blizzard EntertainmentLos Angeles, California, United States
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Ahmad Mido
Colleague at Blizzard EntertainmentCasablanca, Casablanca-Settat, Morocco
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Rafał P.
Colleague at Blizzard EntertainmentIrvine, California, United States
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Daniel Christian
Colleague at Blizzard EntertainmentSan Jose, California, United States
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Ismael Lopez
Colleague at Blizzard EntertainmentSanta Ana, California, United States
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Mograine Ashes
Colleague at Blizzard EntertainmentKitchener, Ontario, Canada
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Lisa Fisher
Colleague at Blizzard EntertainmentTepic, Nayarit, Mexico
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Jonathan Tae
Colleague at Blizzard EntertainmentSouth Korea, Korea, Republic Of
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Russel Koh
Colleague at Blizzard EntertainmentOrange, California, United States
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Drake Levere
Colleague at Blizzard EntertainmentIrvine, California, United States
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Quick answers generated from the profile data available on this page.
Scott Morin works for Blizzard Entertainment.
Scott Morin is listed as Senior Game Designer at Blizzard Entertainment.
AeroLeads has found 1 work email signal at @blizzard.com for Scott Morin at Blizzard Entertainment.
Scott Morin is based in Irvine, California, United States while working with Blizzard Entertainment.
Scott Morin has worked for Blizzard Entertainment, Skull Magnet Entertainment, Blackbird Interactive, Centre For Entertainment Arts, and Electronic Arts (Ea).
Scott Morin's colleagues at Blizzard Entertainment include Tabitha Candelaria, Ahmad Mido, Rafał P., Daniel Christian, and Ismael Lopez.
You can use AeroLeads to view verified contact signals for Scott Morin at Blizzard Entertainment, including work email, phone, and LinkedIn data when available.
Scott Morin holds Game Design from Vancouver Film School.
Scott Morin is listed with skills including Game Design, Gameplay, Level Design, Game Development, Game Mechanics, Video Games, Unreal Editor, and Unreal Engine 3.
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