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Max Pfeifer
Gameplay Designer

As an experienced Gameplay Designer, I bring a wealth of knowledge and expertise to the table. With a background in crafting engaging and immersive gameplay experiences, I am well-versed in utilizing Unreal Engine 5, Blueprint scripting, and in-house tooling to create and prototype new mechanics. My experience and knowledge in these areas were honed while working at top-tier game companies such as The Coalition on the Gears of War franchise and Koolhaus Games Inc on NBA Supercard.

 

At The Coalition, I worked closely with the Gameplay Leads and Gameplay Director to iterate on existing gameplay mechanics and craft unique experiences. I was responsible for creating and prototyping in-level examples of new or improved mechanics, collaborating with programmers and artists throughout the prototyping process, and developing and iterating on core game principles. I also utilized both base Unreal Engine 5 and in-house tooling to stand up features quickly and efficiently.

 

At Koolhaus Games Inc, I was part of the team that shipped and maintained the Free to Play Live Service model mobile game, NBA Supercard. I worked with Design leads to drive the design and implementation of new card-battling game modes, events, and progression features. I also created and maintained the system framework for card balancing, collaborated with engineers to build, maintain, and optimize features, and worked heavily within Microsoft Excel to make future game mode iterations and general game balance easier and less time-consuming.

 

I am a graduate of LaSalle College Vancouver where I received an Outstanding Achievement Award and made the Dean's List. I have excellent communication and documentation skills and have a history of helping others with their Blueprint scripting.

 

I am always looking for new opportunities to collaborate with my peers and leads in order to craft the best features and experiences possible.

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