Tim Kersten

Technical Game Designer

Hi, my name is Tim Kersten have been working for a couple of years as Technical Game Designer. My focus so far has been AI behavior

Projects

I worked on.

  • Ghostbusters: Rise of the Ghost Lord
    • Type: nDreams Project
    • Engine: Unreal Engine 4
    • Platform: Quest 2
    • Team size: Medium to Big
    • Role: Technical Game Design

    Strap on your proton pack and VR headset and step into the world of Ghostbusters in immersive virtual reality. Run your Ghostbusters HQ in a new city, San Francisco, and unravel a rich mystery in a new chapter for the Ghostbusters universe.

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  • Dreamwatcher
    • Type: Team Project
    • Engine: lumberyard 1.6, 1.7 and 1.9
    • Platform: PC - HTC VIVE
    • Team size: 7
    • Role: Technical Designer & "Audio"

    Our goal with this project was to make a narrative experience that focuses on people and their troubles. Though the original concept for the game was to make something grim and almost horror like the game and its message changed as we started working on it. Now it has evolved into a beautiful, low poly experience about life and the choices we make.

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  • Zombie Game
    • Type: Global GameJam 2018
    • Engine: Unreal Engine 4.18
    • Platform: PC
    • Team size: 4
    • Role: Technical Design

    Global Game Jam 2018 this years theme was transmission we decided on transmission of a zombie virus. The goal of the game is to infect as many people as you can.

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  • CrimeScene VR
    • Type: Client Project
    • Engine: Unreal Engine 4.17
    • Platform: PC -HTC VIVE
    • Team size: 7
    • Role: Technical Designer

    Client prototype project, educational VR game to train new investigators. we made blacklight mechanic to find clues that are invisible to the naked eye an fingerprint duster, photocamera and distance measureing tool. As for game rules we kept track of time how many clues where found and if clue was temperd with before photographing.

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  • Native Hunter
    • Type: Solo project
    • Engine: Unreal Engine 4.18.3
    • Platform: PC
    • Team size: 1
    • Role: Technical Designer

    Hunter game prototype where the player plays the role of a young native American on his first hunting trip. As the player, you need to help the other hunters with their quota.

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About Me

Tim Kersten

Technical Game Designer
Hi, my name is Tim Kersten have been working for a couple of years as Technical Game Designer. My focus so far has been on AI behavior, Animation and Networking.

Skills

worthy of mention

Software

Software I regular use

Visual scripting
Visual scripting has the advantage that prototyping becomes much easier and faster than scripting in a regular way. Blueprinting is so advanced there are very few moments that I encounter a situation that something is not possible.

C#
Although visual scripting is amazing some action is just better to do them in the original way of scripting.

Communication
Communication is the foundation of good teamwork. Now from myself, I am a very quiet person only saying something when I really needed to from rugby I learned communication is key to victory. I notice I talk a lot more in general and more importantly in the work environment.

Team Meetings
Having team meetings now and again makes it even easier or to catch a miscommunication early on. so I am all for team meetings in whatever form.

LevelDesign
White Boxing is an easy way to test how a level/scene is going to look/feel like. if something does not work you don't need to make it or maybe something is missing that you haven't thought of before that you will see in a bigger picture.

Look&Feel
with white boxed models it's easier to convey what kind of feeling you trying to portray to an artist so he can elevate your work.

Problem Solving
In the years I spend designing games/websites I encountered one problem more than once. The small mistakes where you are doing something wrong but keep skipping over it when you try to fix the mistake. for me, the rubber duck debugging method works like magic. Rubber Duck Debugging

Working under pressure in an ideal world, all projects will be smooth sailing no pressure no stress and the project still gets done in record time.
yeah naa
I love this work I am so happy I finally found what I love to do. bring on the Crunch an extra cup of coffee and i am good to go.

Game Design
After high school, I had no clue what I wanted to do. Tried a few things before I came to game design. Game design is what I am sticking with its something I can do well and lose my self in. making video games is just fun and hard to lay down work.

Example
I got home from a full day working opened my laptop like I will fix this real quick and then be done for the day. only to look up from my laptop to notice it was already light outside. I was confused that I worked through the night without realizing it's not that I never did that before but without realizing was new.

Visual scripting
Visual scripting has the advantage that prototyping becomes much easier and faster than scripting in a regular way. Blueprinting is so advanced there are very few moments that I encounter a situation that something is not possible.

C# & C++
Although visual scripting is amazing some action is just better to do them in the original way of scripting.

In the game development I can work well under pressure. Crunch if I have to

I find many things very interesting and did the work that was needed for the project Resulting that I was working on art on one project and tech on a different