Nick Urko's Portfolio

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Email: nickurko@gmail.com


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Professional Experience

Cloud Imperium Games, Manchester, UK
Star Citizen, Prinicipal Mission Designer                                        •Developed systemic mission content for a massive multiplayer online space simulator.                                                                                •Developed a server wide event known as Blockade Runner, featuring large scale space combat and mass transportation of cargo.          •Facilitated the mission refactor, which was a massive tech update effecting every piece of authored content in the game.

February 2023 – Present

Playground Games, Leamington Spa, UK
Upcoming Fable Project, Senior Quest Designer                •Developed quests for an upcoming AAA RPG​

September 2020 – January 2023

Avalanche Studios, New York, NY
Just Cause 4: Danger Rising, Lead Gameplay Designer​ /
                                                   Lead Mission Designer                •Designed and implemented two storyline missions. This includes combat, companion AI, cutscenes, dialogue, vehicle chases, set-piece destruction elements, player checkpoints, and general scripting.​    •Designed and implemented a tutorial for the new hoverboard mechanic. •Created new gameplay objectives based around the new hoverboard mechanic.                                                                                            •Worked with the AI team to hone the combat experience of the new enemy agent.                                                                                      •Worked with the Art and AI teams to come up with a set of metrics for our submarine bases which supported the new gameplay objectives and the new enemy agent.​

December 2018 – August 2019​

Avalanche Studios, New York, NY
Just Cause 4: Los Demonios, Senior Gameplay Designer​          •Designed the core gameplay loop for the demon infestation.

December 2018 – January 2019​

Avalanche Studios, New York, NY
Just Cause 4, Senior Gameplay Designer​                                •Designed and implemented main storyline missions (operations). This includes combat, companion AI, cutscenes, dialogue, vehicle chases, set-piece destruction elements, player checkpoints, and general scripting.​                                                                                      •Scripted extreme weather events (tornado, lightning storm, sandstorm, and blizzard)                                                                              •Designed our benchmark strike (Zona Tres). This includes the overall layout, balancing combat, scripting objectives, and setup for wind-based gameplay.​

May 2016 – December 2018​

Avalanche Studios, New York, NY
Just Cause 3: Mech Land Assault (DLC), Gameplay Designer​        •Created new gameplay objectives for a new settlement: Detention Camps.  •Modified JC3 combat systems to expand on “faction vs faction” gameplay.  •Scripted waves–style combat and balanced the scoring for Mech Arena.

December 2015 – May 2016​

Avalanche Studios, New York, NY
Just Cause 3, Gameplay Designer​                                              •Designed and implemented storyline missions. This includes combat encounters, companion AI, cutscenes, dialogue, vehicle chases, set-piece destruction elements, player checkpoints, time of day, and general scripting.                                                                                          •Created all wingsuit courses, scrapyard scrambles, and shooting galleries.

September 2012 – December 2015

Internal Drive Tech Camp, Cambridge, MA
Lead Instructor at the MIT branch                                                            •Taught kids aged 13-17 to work in various game engines                  •Engines included: Warcraft 3, Unreal Tournament 3, and Multimedia Fusion  •Maintained 100+ camp computers​​

Summers 2008-2010

Education

The Guildhall at Southern Methodist University, Plano, TX         •Master of Interactive Technology (specialization in Level Design) •Thesis: Odd Objects and Their Use in Guiding a Player Through a Puzzle-Centric Environment​

August 2010 - May 2012

Worcester Polytechnic Institute, Worcester, MA                        •Bachelor of Science, Interactive Media & Game Development          •Minor: Computer Science

August 2005 - June 2009

Personal Projects

Arbor, a single player puzzle platformer made in UDK                        Level Designer on a team of 14 developers                              •Implemented a series of physics based platforms                      •Integrated art and tech into game build

August 2011 - December 2011

Keeping on Track, a single player Half-Life 2 level                                Solo Project                                                                                        •Escape from a train station while being pursued by the Combine       •Used scripted events, AI pathing, and Assault points to control AI behavior

September 2011

Danger Above and Below, a single player Gears of War level              Solo Project                                                                                  •Investigate Locust activity in a graveyard

June 2011 - July 2011

Kirby's Air Ride: Gaiden, a single player side-scroling shooter made in LOVE Solo Project                                                                                                  •Save Dreamland from the Nightmares   

April 2011 - May 2011

Crystal Space, a single player 3D FPS made in UDK                          Lead Level Designer on a team of 8 developers                              •Scripted custom gameplay elements                                            •Designed particle systems and special effects

March 2011 - May 2011

Space Station X, a multiplayer Unreal Tournament 3 level                   Solo Project                                                                              •Deathmatch set on a futuristic space station                                        •Use jumppads to traverse multiple layers

February 2011 - March 2011

It Belongs in a Museum!, a single player Fallout 3 level                      Solo Project                                                                                      •Explore an ancient cavern with Indiana Jones                                •Scripted custom traps

November 2010 - December 2010

Haunted Mall Horrors, a single player beat 'em up made in Torque  Game Designer on a team of 5 developers                                •Maintained overall vision while designing levels                          •Integrated art and tech into game build

October 2010 - March 2010

Multiplicity, a single player 3D platformer made in C4                            Lead Artist on a team of 5 developers                                                  •Game and level design, modeling, texturing, game FX, and integration

March 2009 - April 2009

Dis, a single player Neverwinter Nights campaign                                Lead Artist/Designer on a team of 3 developers                          •Integrated custom art assets into the engine to enhance gameplay

October 2008 - March 2009