Prof Brown

"Professor" Prof Brown has been a game designer for over a decade, working in both AAA and indie spaces, and is currently a Principal Designer at Firewalk Studios. They were formally a gameplay systems designer at Bungie (Destiny 2), a level designer with Heart Machine (Hyper Light Drifter), a designer at Insomniac Games (Sunset Overdrive, Resistance 3) and a graduate of Carnegie Mellon University's Entertainment Technology Center. As an indie, Prof released several experimental personal games, livestreamed game development and game design analysis, and did an academic residency at Harrisburg University. Prof loves mentoring mid-career designers and doing deep dive design analysis.

Prof's Office Hours:

Other Creative Works:

Games I Worked On

Firewalk Studios

Unannounced, Principal Designer, Fall 2020 - Current


Destiny 2, Staff Designer, Spring 2017 – Summer 2020


Game Design Consulting, Spring 2015 - Spring 2017

Heart Machine

Hyper Light Drifter, Level Designer, Spring 2015 – Spring 2016

Insomniac Games

Slow Down, Bull – Designer, Project Lead, Summer 2013 – Spring 2015

Sunset Overdrive – Designer, 2011 – Summer 2013

Resistance 3 – Designer, 2009-2011

Resistance 2 – Game Design Intern, 2008

Schell Games

Pixie Hollow – Game Design Intern, 2009

Speaking Experience

Unexpected Game Economies - Louisville Makes Games Lightning Talks, 2022

Student Q&A - University of Florida GDA, 2022

Under my former name:

Why Do I Even Like Roguelikes: An Exploration of Player Motivation - Roguelike Celebration, 2020

Adding Controller Remapping to Destiny 2 - Game Accessibility Conference, 2020

System Design, on Fire, All the Time: Controlling Chaos - PAX West, 2019 (moderator)

Design Tips for Long Form Games - Vector: Dimensions in Game Development, 2019

Rules of the Game: Manage your Gameplay Pie - GDC, 2019

How to Long Term Goal (for People Who are Terrible at it) - Vector: Dimensions in Game Development, 2017

Applying 3D Level Design Skills to the 2D World of Hyper Light Drifter - GDC Level Design Workshop 2017

Everything I said was WRONG: Why Indie is Different Now Organizer and speaker - GDC Independent Games Summit 2017

Academic Residencies for Game Designers - GDC Education Summit 2017 (slides)

Six Habits from AAA that Helped Me as an Indie - Indievelopment, 2016

Nuance of Juice - Vector: Dimensions in Game Development, 2016

On Post-Mortems panel - Let's Play PA, 2015

Psychology of Game Design Panel Participant - Let's Play PA, 2015

Influences - Indiecade 2015

You Belong Here Panel Participant - Indiecade 2015

Masterful Hugging - Glitch City Demo Night, 2015

Problem Solving and Career Choices EPXCon 2015

Let's Make: The Importance of Game Dev Live Streaming Panel Participant - PAX East, 2015

Accountability and Efficiency - GDC Microtalks 2015

What am I Supposed to Do With My Life - CMU Entertainment Technology Seminar 2014

Game-Changers: Making Mid-Career Transitions & Awesome Games Panel Participant - PAX Prime, 2014

The Lisa Brown Method of Level Design - Glitch City Demo Night, 2014