Stephen J. Skelton

Game Designer, Writer


Download resumé PDF

Stephen J. Skelton
Game Designer/Writer

Creative Team Leader | Process Improvement Enthusiast
Los Angeles, CA

SUMMARY

Game design professional with over 20 years experience creating compelling gameplay and stories for indie-AAA titles, generating detailed content for original and licensed properties, and working with small and large teams to create unique and realistic game experiences. My broad range of experience allows me to adapt to the unique needs of a team – creative, procedural/process, managerial, or in combination.

SKILLS

Game Design Leadership
Creative Collaboration
IP Management
Prototyping
Iterative Development
Transmedia Experiences
Design Documentation
Player Engagement
Global Team Management

EXPERIENCE

Lead Designer

Sphere Entertainment Co.
Nov 2023 – Mar 2025 (Burbank, CA)

Lead Designer for the Interactive department at Sphere Studios – development studio for the Sphere venue in Las Vegas. 25+ person team built multiple prototypes for interactive experiences with large audiences.

  • Designed solutions to the big question of how does an audience play a game together on the gigantic Sphere dome. Built prototypes in Unreal (level construction, blueprints, etc.) while mentoring design team.
  • Wrote production-ready documentation on game structure, systems, and narrative used by the team to build prototypes. Wrote concept documents and organized a new idea review process with upper management.
  • Revised team documentation & design practices for clarity. Built design process that centered documentation around projects, emphasising team-ownership over individuals or departments.

Head of Game Design/Design Director

Arrivant
May 2022 – Jul 2023 (Los Angeles, CA)

Developed team-based autobattler with emphasis on shared spaces, including a Web3 component, with the goal of positive social interaction through a balanced game economy.

  • Design Director on StarGarden project (Unreal Engine 5.2). High-level design planning + hands-on engine work building puzzles, narrative interaction, and audio implementation.
  • Project management and long-term production planning with studio leadership. Worked with team members to create transmedia events to enhance ongoing “early access” development.
  • Team built AAA-quality investor demo on an indie-team budget. Adapted demo into playable week-long community “early access” event.

Senior Designer, Special Projects

Embodied, Inc.
Oct 2020 – May 2022 (Pasadena, CA)

Designer for the development, launch, and post-launch support of Moxie – an AI-powered robot companion designed to support children with their emotional development and conversational learning.

  • Design, documentation, and implementation of Moxie interactive modules using ChatScript and in-house tools. Development of supplemental material for subscription mailings (robot-supported paper activities).
  • Supported production in lead up to public launch by tracking task progress across departments and facilitating communication with stakeholders.
  • Led internal development of PlayZone games web portal for Moxie – using a screen with the robot to play enhanced activities like checkers, chess, and guess-the-drawing.

Contractor/Consultant/Writer

Independent
Jan 2009 – Present (Los Angeles, CA)

Design consultation & documentation (concept creation, pitch docs, GDDs) – pre-production on licensed and original IP from pitch to story/character development, game mechanic specifications, level design, dialog, etc. Work examples:

  • Melsoft’s MyCafe (INLINGO) – Mobile game dialog rewrite for American audiences, female-centric soap opera style. Over 24,000 words/2,000 lines.
  • Unannounced First Person Narrative (Game Zale) – Created original IP: Old West-themed horror 1st Person Narrative for PC/consoles.

Creative Director/Producer

CI Games
Nov 2012 – Jun 2014 (Bydgoszcz, Poland)

On site with 25+ person team in Poland as Creative Director bringing Unreal Engine Sci-Fi FPS game ALIEN RAGE to Alpha & Beta, followed by remote direction from Los Angeles through launch on Steam.

  • Feedback/direction for all departments, cutscene direction. Wrote game system specifications (scoring, weapons, audio log functionality, etc.). Recruited external designers to build multiplayer maps.
  • Redesigned game objectives/plot & achievements to fit console requirements. Designed player perk system which increased EEDAR Lasting Appeal score by 30%.
  • Provided marketing support (title options, “back of box” copy, etc.). Represented game and CI Games upcoming slate at company-wide reviews/presentations, E3, gamescom, PAX Prime.

Lead Designer/Writer

Spark Unlimited, Inc.
Aug 2002 – Nov 2008 (Sherman Oaks, CA)

Independent studio founded to create the first Call of Duty console game. Worked with multiple publishers to develop original and licensed IP. Developed/managed the 13-person design department and methods.

  • Legendary (Xbox 360, PS3, PC) Lead Designer/Writer. Managed design/design department. Created story with Design Director, wrote game script. Managed balancing: controls, difficulty, AI, player weapons, etc.
  • Lead Designer/Writer, Studio Development. Franchise “World Bible” development of original IP with publishers. Pitch development and presentation of original and licensed IP concepts.
  • Call of Duty: Finest Hour (PS2, Xbox, GameCube) Designed: Breakdown, Into Red Square, Come Out Fighting, First City To Fall, Underground Passage, Surrender At Aachen (layout, scripting, story, characters).

Game Designer

Electronic Arts/DreamWorks Interactive
Jul 2000 – Aug 2002 (Los Angeles, CA)

AAA console and PC development using in-house engine and tools as well as Unreal Engine. Supported the design team and took ownership of large sections of gameplay development.

  • Medal of Honor Frontline (PS2, Xbox, GameCube) Levels: Several Bridges Too Far, Yard By Yard, Arnhem Knights. Implemented all gameplay using map layouts and basic scenarios provided by the Lead Designer.
  • Developed studio management-requested pitches for potential existing IP and original projects. Worked independently and with external partners (IP owners, screenwriters, etc.).
  • Clive Barker’s Undying (PC) Supported design team across all levels/maps in Unreal Engine. Implemented game objective/waypoint system.

EDUCATION

B.A. Theatre and Drama, Indiana University

TRAINING & AWARDS

  • ScrumMaster
  • Thea Award For Outstanding Achievement Immersive Technology & Production (Sphere)