Theo Erickson
Technical Designer
Ambitious designer who thrives on pushing the boundary and experimenting with new ideas.
Industry experience
Senior Technical Designer, Sovereign Axe Studios
June 2025 to Present
- Designed core gameplay architecture in Unreal Engine 5, building the foundational systems for character and combat mechanics.
- Architected the C++ structure for character classes, combat integration through Unreal's Gameplay Ability System.
- Implemented extensible gameplay frameworks supporting input combos, player upgrades, and combat flow, ensuring scalability and ease of iteration across content teams.
- Constructed data-driven pipelines using Unreal's Data Assets, so designers can rapidly iterate upon gameplay implementations.
- Mentored junior designers and programmers, delegating work, providing technical guidance, and fostering collaboration.
- Contributed to planning milestones and project timelines, balancing individual technical contributions with leadership responsibilities to support project vision.
Technical Designer II, Super Evil Megacorp
June 2023 to May 2025
- Designed and implemented a new playable character, from concept through full gameplay integration, with a unique combat kit, narrative events, and balance and feedback passes.
- Contributed to early-stage prototyping and post-launch development, creating new systems and ideas for the cancelled AAA title and live service content and updates to TMNT.
- Collaborated with senior designers to develop two unique boss characters, creating their combat kits, balancing, and integration into the game's dynamic combat system.
- Drove the technical design efforts, creating streamlined C++ and custom scripting tools that empowered the design team to implement complex systems more efficiently.
- Contributed to system and workflow improvements, enhancing iteration speed and collaboration across teams through prototyping and technical improvements.
- Worked cross-departmentally with Art, Animation, VFX, and Engineering to iterate on core gameplay, FX, UI, and animations for the moment-to-moment player experience.
Technical Designer, Deviation Games
April 2020 to May 2023
- Designed and integrated the weapon system via a data-driven framework in C++ with Blueprint exposure.
- Collaborated across teams to iterate on core combat systems, player abilities, weapons, and balancing for PvE and PvP.
- Developed the weapon attachment system, and rapid prototyping and customization of weapon configurations.
- Hosted design discussions and created documentation to guide Art and Engineering on combat system design plans.
- Extended the Inventory System to integrate player equipment with active and passive combat effects for custom loadouts.
- Incorporated gameplay feedback to refine combat designs, ensuring engaging experiences for both PvE and PvP.
Key skills
- Relevant skills
- C++, Unreal 4/5, C#, Unity, P4V, Proprietary engines, Tools engineering, Cross-department collaboration, Game AI
- Perks
- English and Spanish, 2nd degree black belt samurai warrior, Facilities Supervisor for a local non-profit makerspace
Education and internships
- UCSC: Baskin School of Engineering
- BS Computer Science: Game DesignGame AI, Interactive Narratives, Foundations of Play.
- Code Crew
- Unity Game Development Course Creator (Summer)Created Unity courses for high school game dev classes.