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Peter Fury

Technical Designer

Turning design ideas into working gameplay systems -- fast, functional, and fun

Demo Videos

Demo Videos

Demo Videos
Wallrun Demo

Wallrun Demo

00:45
Vault Demo

Vault Demo

00:38
Auto Mantle Demo

Auto Mantle Demo

00:54
Weapon Attacks Demo

Weapon Attacks Demo

00:20

Technical designer and game development generalist with over fifteen years of experience across AAA and indie projects. I combine gameplay design, system implementation, and scripting expertise in Unreal and Godot. Skilled at bridging between design, engineering, and art, I focus on collaboration and clear, functional implementation to deliver great player experiences.

I like to be hands-on, in the engine, creating gameplay mechanics and building levels. I’m currently seeking opportunities focused on technical design, level design, or production.

Crystal Drive is a little game I solo-developed in Godot Engine, play in your web browser on Itch!
Design Examples

This section highlights my independent design work -- projects I’ve created outside of my day job to explore gameplay, worldbuilding, and player experience.


Each piece focuses on how I approach game and level design from concept to implementation, showing the thinking behind mechanics, flow, and player choice.

Combo System Design

Design Goal: Create a combo system that feels skill-based and expressive, but remains simple to implement and easy to animate.

I’ve built a lot of combo systems over the years - from simple light/heavy chains to more advanced branching systems. My favourite approach is timing-based combos, where the player must commit to the attack rhythm to access alternate branches. It encourages intention, feels skillful, and naturally makes combat more expressive.

Input Buffer Design

Design Goal: Maintain responsive controls while preserving intentional timing during attacks.

A well-designed input buffer is one of the biggest contributors to how a combat system feels. Even with simple animations, you can make combat feel responsive and intentional by controlling when the player can buffer, cancel, or trigger their next input.

My approach is to keep the buffer short, predictable, and readable - so players always understand why an input did or didn’t come out.

Enemy Combat AI Design

I’ve taken many passes at enemy AI design over the years, and I’ve settled on a core framework I use across most action games - the BGPDA system.
 

This framework breaks AI decision-making into Behaviors, Goals, Plans, Decisions, and Actions - a lightweight approach to traditional behavior trees (that can also be used with behavior trees) that keeps logic flexible while staying easy to debug and expand.
 

The result is an AI system that feels varied and reactive, producing the appearance of intelligence through consistent, modular decision-making.

This framework underpins all my AI work - from simple melee enemies to more complex multi-phase bosses - and is designed for implementation in any engine.

Level Design - The Sky is the Limit demo level

A first-person heist mission inspired by GoldenEye and Deus Ex, reimagined through Valve-style environmental storytelling and player-driven level design.


The goal was to build an exploration-heavy, replayable mission where players can choose their path to the objective and escape in multiple ways -- creating unique player stories each run.

SHIPPED GAMES

Over more than a decade in the AAA games industry, I’ve contributed to a wide range of franchises across multiple roles -- from QA and production to design, creative direction and stakeholder feedback. These experiences gave me a deep understanding of how games are made, from prototype to launch, and shaped how I approach design and implementation today.

In Recent Years: Square Enix

Core stakeholder at Square Enix External Studios, providing milestone feedback, feature direction, and design support across multiple AAA titles. Acted as a bridge between development teams and publishing, aligning creative vision, brand tone, and gameplay presentation. Collaborated closely with developers to refine readability, pacing, and overall player experience.

Back In the Day: PQube

Collaborated with multiple development partners across Japan, Europe, and Southeast Asia to support the Western release and promotion of key titles. Responsible for build evaluations, player testing, and mock review reports, providing actionable feedback to developers to improve quality, localization, and overall market readiness.

The Early Days: Ubisoft

Early-career experience spanning QA, technical support, and community coordination on major Ubisoft titles. Contributed to feature testing, player feedback analysis, and content publishing during development and live support phases. Collaborated with production and marketing teams to manage content, campaign materials, and third-tier media relations (what we called influencers in the Jurassic age).

EDUCATION

Teesside University
Masters of Games Art; Major in Game Design

Teesside University

Bachelor of Computer Games Art; Major in Character Design

Noroff Institute

Bachelor of 3D Design and Animation: Major in 3D Film Production

SKILLS & SOFTWARE

SKILLS: Gameplay Design, Level Design, Gameplay Scripting, Unreal Blueprints, GDScript, C#, 3D Modelling & Animation, Technical Documentation, Problem Solving, Build Evaluation, Interdisciplinary Collaboration, System Design. Game Presentations and demo design.

SOFTWARE: Unreal Engine, Godot Engine, Unity, Blender, Zbrush, Substance Painter, 3DCoat, Material Maker, Cascadeur, FL Studio, DaVinci Resolve, GitHub, Jira, Confluence, Miro.

Get in Touch

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