"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: prof.wertle.com
Other Creative Works: https://linktr.ee/Wertle
Unannounced, Principal Designer, Fall 2020 - Current
Destiny 2, Staff Designer, Spring 2017 – Summer 2020
Game Design Consulting, Spring 2015 - Spring 2017
Hyper Light Drifter, Level Designer, Spring 2015 – Spring 2016
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
Pixie Hollow – Game Design Intern, 2009
Unexpected Game Economies - Louisville Makes Games Lightning Talks, 2022
Student Q&A - University of Florida GDA, 2022
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