KEVIN CHANDLER
TECHNICAL GAME DESIGNER
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I am a senior technical game designer with 15 years of experience as a game developer and an expert level understanding of the Unreal Engine.
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​​​​I have developed single player and multiplayer games for PC, console, mobile and VR and have AAA experience as a game designer.
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In my current role, I am working with Obsidian Entertainment on The Outer Worlds 2 to develop their third person camera system, and I am working on system design and implementation for a coop vehicle extraction game for Disruptive Games.
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Making games is all I have ever wanted to do and I have had the pleasure of working with some amazing people over the years. My breadth of knowledge and experience working in may systems is my strength. I know the Unreal Engine from animation blueprints to z fighting, and I love taking on a challenge.
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Projects
The Outer Worlds 2 [2025]
External Link: The Outer Worlds 2
Title: Game Designer
Role: System Designer/Technical Designer
Company: Disruptive Games (Obsidian Entertainment Co Dev)
Platform: PC, Xbox
Engine: Unreal Engine 5
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Disruptive Games was contracted to develop the third person camera and third person animation system for The Outer Worlds 2. I led the charge in planning and designing the tools for a robust configurable camera system and worked closely with animators and the designers at Obsidian to translate their first person game mechanics to a third person control and animation scheme. I'm probably proudest of my solution that makes interactions more user friendly for third person players who must use a reticle to interact with the world​
Super Secret Project [2025]
External Link: Super Secret Project
Title: Senior Technical Designer
Role: Game Designer/System Designer/Senior Technical Designer/UI Designer
Company: Disruptive Games
Platform: PC, Xbox, Playstation
Engine: Unreal Engine 5
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I designed and prototyped multiple game systems related to vehicles, player abilities, obstacles, and enemies, as well as made tools for designers and artists to accelerate the speed of development. What I'm probably proudest about is making a unique vehicle damage and repair system that was fun and easy to understand​
Technical Training Games [2023]
Title: Level Design Manager
Role: Lead Level Designer/Level Design Manager/Technical Designer
Company: Level Ex (Relevate Health Games)
Platform: PC, Mobile
Engine: Unity3d
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Level Ex had a Technical Training Games platform to recreate medical procedures in a simplified form for educating doctors on how to use new medical technology. The level design team translated the steps in the procedures to interactions that had to feel good playing with mouse and keyboard or mobile touchscreen. I established the workflow and scripted the interactions, then led the team in making the different procedures. I would work directly with clients as the go between to translate the needs of the doctors to actionable tasks for the designers, then turn around and present our work to clients.​
Light of Mine [2017]
External Link: Light of Mine
Title: Lead Designer
Role: Game Designer/Lead Level Designer/Scripter
Company: nonPareil Institute
Platform: VR, PC
Engine: Unreal Engine 4
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I was tasked with creating a VR game knowing I had no animation support available, so I built the game's primary game mechanics around enemies that only move when off screen. ​I then led junior designers to create four unique areas of the level that each used this "red light, green light" mechanic in a novel way. I think I'm proudest of our first gen VR attempts at a control scheme that cuts down on nausea.
Oncor: Super Safe Kids [2022]
Title: Lead Designer
Role: Game Designer/Lead Level Designer/Scripter/Cinematics
Company: nonPareil Institute
Platform: Mobile
Engine: Unreal Engine 4
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I was tasked with creating a game for children to teach them about electrical safety that could be played during safety demonstrations at elementary schools. I came up with a simple photography game mechanic inspired by Pokémon Snap and a data driven cinematic camera and dialogue system for easy cinematic. I then led a crew of five junior artists and level designers to create the world, models and story. I also got deep into the sequencer system to make the game's cutscenes.​
Tekling [2016]
External Link: Tekling
Title: Lead Designer
Role: Game Designer, Lead Level Designer/Programmer
Company: nonPareil Institute
Platform: PC, Mobile
Engine: Stencyl
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In order to train junior level designers I made a platforming game using an engine well known for being very user friendly in order to engage the most students. Through this game I led 50 different level designers to make contributions to the project.
Clockwork Damage [2014]
Title: Game Designer
Role: Game Designer/Lead Level Designer/Narrative Designer
Company: Hail Studios
Platform: Mobile
Engine: UDK
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I designed a twin stick shooter with RPG elements for mobile. It featured some really nice quality of life improvements for mobile twin stick shooters, a really interesting puzzle piece style weapon upgrage system and comic book style cutscenes with a "choose your own adventure" mechanic.
Star Wars: The Old Republic [2010]
​Title: World Designer
Role: Encounter Designer/Scripter
Company: BioWare Austin
Platform: PC
Engine: Hero Engine
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I used a proprietary scripting system to implement quest content and combat encounters. I implemented class quest content on five planets, delivering consistent quality content played by thousands of players a day with My favorite part was pushing the boundaries of what the tools could do and made some really cool sequences, like force pushing a forklift through a wall, or animating the night sky on Nar Shadaa.
Egowall.com [2012]
External Link: Egowall
Title: Level Designer
Role: UX/Level Designer/Programmer
Company: Egowall
Platform: Web, Mobile
Engine: Unity3D
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I prototyped several interaction systems for this web based social networking site that use the Unity3D web player. I also designed several minigames that you could play while exploring a virtual world.















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