LINCOLN LI - DESIGN & CREATIVE LEADERSHIP
  • Shipped Products
  • Resume
  • Work Samples
    • Vicious Circle - Characters (password)
    • Vicious Circle - Sandbox (password)
    • Vicious Circle - Progression (password)
    • Untitled - Mission Systems (password)
    • H2A Sandbox / Combat
    • H2A Game Modes
    • Doom MP Spawn System
    • MWR Improved Destruction for AC130
    • MWR Audio Scripting
    • Hobby Project - Slacky's Command
  • About Me
    • Design Philosophy
Technologies
  • Unreal Engine 3/4/5
  • Unity
  • IW / id Tech        
  • Bungie/343 (Tiger/Slipstream)
Design 
  • Core Gameplay & Sandbox
  • Investment & Progression
  • Multiplayer Modes
  • Live Service Balance & Tuning
Business Acumen
  • Brand & IP Direction
  • Monetization/MTX Strategy
  • 汉语流利 (Mandarin)

Professional Development Experience
Turn 10 Studios; Redmond, WA                                                                                                                  April 2024 – Current 
Design Director (Multiplayer/Live & Competitive Systems) – Forza Motorsport (PC/Console): Shipped 10/10/2023
  • Unannounced – PC/Console – Multiplayer Design Director
    • Conceptualization and design direction for “what is competition” and multiplayer features
    • Initial design for skill-based matchmaking using True Skill 2.0, and a Rank system for progression
    • Innovating in the “Motorsport” space a “Pace Rating” concept to determine player onboarding and mastery within a “road toward competition”
  • Forza Motorsport 8 – PC/Console – Multiplayer & Live Design Director
    • Owned the vision and feature roadmap for Multiplayer and Live Development
    • Shepherded or contributed to major player requested features:
      • Proximity Radar
      • Multi-Class Racing
      • Endurance Racing
    • Defined and maintained KPIs for Live performance and tracking content & feature impacts
      • MAU, DAU, Sentiment Ratio, Review % (Steam & Xbox), Monthly Churn Rate per Mode
    • Designed and released 11 monthly updates from 7/2024 – 6/2025
    • Held and led weekly playtests for Simulation, MP & SP content to ensure quality design feedback and improvement on moment-to-moment wheel-to-wheel racing
    • Increased player sentiment pos-to-neg ratio from sub-10% to plus-40% through targeted content and feature releases
    • Improved Steam recent review scores from a low of 41% to a consistent 60-65% in 5 monthly updates.
      • Xbox review score improvements from 2/5 to a consistent 4/5 in same time-period
    • Designed and co-planned retention beats through content, features & partnerships to maintain MAU within 600k to 800k players even with reducing investments into Live during the past 11 months
  • Turn 10 Design Leadership
    • Mentor for Turn 10 junior to mid-level designers
    • Design Mentor for UW College of Engineering

Bungie; Bellevue, WA                                                                                                                                Jun 2021 – April 2024
Design Lead (Gameplay & Systems) – Destiny Rising (iOS/Android): Shipped 8/28/2025
Design Lead
(Gameplay) – Marathon (PC/Console) – Shipped TBD
  • Marathon – PC/Console – Character Sandbox Design Lead
    • Directing holistic sandbox goals & features for the Character Gameplay team
      • Directed multiple pivots between Tactical and Action RPG sandbox
      • Directed and implemented character moment-to-moment movement sandbox during pivots
      • Directed the motion & pace sandbox for the entire on-map flow
    • Collaborating and aligning with Systems & World teams to support multiplayer goals
    • Creating design documents to drive content development for Heroes and Hero Progression
      • Ex: drove the ideation, conceptualization and initial design for Blackbird, Void, and Glitch.
    • Advocating for dynamic social/group interactions unique to Hero Design for the Extraction genre
  • Destiny Rising – Mobile – Gameplay & Systems Design Lead
    • Directed and set holistic design goals for three design groups (Gameplay, Investment, and Social Systems) among NTSE partner teams. Design areas encompassed:
      • Collaborating on Game Modes by maintaining Sandbox vision
      • General Sandbox (Weapons, Armor, etc…) & Character (Heroes) Gameplay
      • Investment & Progression for all Gameplay features
      • Live Service Multiplayer - PvP/PvE/Social Solo/Group & Raid Interactions
    • Directed social multiplayer systems to reduce toxicity and empower better group experiences
      • “Power as a social good” was a vision we held the game ecosystem toward
    • Researched and co-drove pivot with Creative Director on new Destiny “Heroes” direction
      • Drove the ideation, conceptualization, and approved design of the 10+ Release Heroes
      • Destiny Rising Heroes are the “characters that you bond with as you complete the campaign”, and “become the synergies and mechanics to master end-game activities, action combat and progression-based chases”.
    • Maintained Bungie studio and brand values when providing feedback for external partners
      • Advocated and maintained Destiny gameplay and social/multiplayer values for all features
    • Created Design Documents, Pillars and Processes that empowered NTSE to maintain the Bungie vision & brand quality for the project up-to-and-after launch as a live service game
  • Bungie Design Leadership
    • Maintaining 3+ Senior to Design Lead direct reports, and Design Craft mentor to Bungie Design Staff (all levels)
    • Frequent presenter of gameplay/sandbox processes & craft-skill knowledge for Designer All-Hands
    • Hiring Manager for multiple design roles, specifically in Gameplay, Systems, AI and UI/UX

Electronic Arts; Redwood Shores, CA                                                                                                     Jan 2020 – May 2021
Senior Game Designer – Competitive Gaming Entertainment (Sims / FIFA) – Business Unit
  • Sims Spark’d
    • Worked with the team to adapt and integrate a competitive challenge system into a Reality TV show competition
    • Provided editing feedback on the Sims Spark'd TV show episodes
    • Created systems and work-flow pipelines for the CGE and User Messaging Teams to best integrate both competitive messaging and in-game UI content
    • Proposed and led the focus on providing visibility for Spark'd participant contributions to the Sims community
    • Provided design guidance on legal, competitive integrity, and competitive gameplay systems
  • CGX – Research / Analysis / Strategic Esports Design Unit
    • Worked with EAP (Electronic Art Partners) to consult and provide competitive design feedback
    • Made recommendations for competitive launch programs like Twitch Rivals
    • Made recommendations for pre-season ranked, and ranked-based systems for Esports incorporation
  • FIFA Esports
    • New team tasked with, research, analysis, business strategy and MTX development for Esports.

Rooster Teeth Games; Austin, TX                                                                                                         Nov 2018 – Sept 2019
Lead Gameplay Designer – Vicious Circle (PC/Steam): Shipped 8/13/2019
  • Leading Designer on metagame, combat, and character implementation and systems
  • Created and designed system specifications for additional playable characters and creatures
  • Created specifications for progression interaction, challenges and rewards for Battle Pass features
  • Co-designed and developed additional gameplay events, gadgets and interaction mechanics
  • Co-wrote C++ and blueprint script for all the above systems, features and specifications

Certain Affinity; Austin, TX                                                                                                                    Oct 2017 – Nov 2018 
Lead Mission Designer – Unreleased Transformers Game (Multiplatform):
  • Lead Mission Designer and owner of procedural technology and design
  • Led a team of 3-4 developers in the creation of procedural mission systems for UE4 development
    • Objective specific mark-up blueprint and components
    • Developed AI spawning components within objective mark-up
  • Ownership of cooperative mission flow and encounter pacing
  • Assisted meta-progression design with mission content for Free-to-Play loops
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Certain Affinity; Austin, TX                                                                                                                    Feb 2016 – Sept 2016 
Game Designer – Modern Warfare Remastered (Multiplatform): Shipped 11/4/2016
  • Sole scripter on sound effect implementation for triggered gameplay scenes
  • Adjusted sub-mixes, DSP values, and emitter placement during co-dev with partners (8 levels)
  • Balanced and designed individual sound effect properties for level ambience
  • Map Team Lead, responsible as design point for Death From Above, No More Fighting, and Mile High Club
  • Supported art team with scripting, in particular fixing gameplay bugs that occurred from World Building
  • Designed, pitched and implemented upgraded scripted destruction events for flying gunship sequence

Certain Affinity; Austin, TX                                                                                                                    June 2015 – Feb 2016 
Game Designer – Mafia III (Multiplatform): Shipped 10/7/2016
  • Responsible for prop layout, specifically generic combat zones useable by randomized mission AI
  • Part of level design team for environment prop placement / design in three open world districts
  • Implementation specialist on the cover and navmesh system for CA’s design team
  • Designed and propagated AI combat kits for randomly generated missions
  • Designed, placed and balanced AI combat and stealth encounters for District Hideouts

Certain Affinity; Austin, TX                                                                                                                    Jan. 2015 – June 2015 
Systems Designer – Doom (Multiplatform): Shipped 5/23/2016
  • Spawn system designer, used heat maps to measure spawn efficiency and balance implementation
  • Aided progression designer in balancing the experience / reward loop for OOG stats
  • Camera shake implementation / design for explosive weapons and equipment
  • Gameplay and UI scripting for Domination, Freeze Tag, War Path, Soul Harvest, and Clan Arena

Certain Affinity; Austin, TX                                                                                                                    Jan. 2014 – Dec. 2014 
Systems Designer – Halo 2 Anniversary (Xbox One): Shipped 11/11/2014
  • Scripted MP Game Modes: Juggernaut, CTF, Slayer, Oddball, Ricochet and King of the Hill
  • Designed new multiple Juggernaut game modes, and implemented new Gungoose CTF
  • Implementation of audio, UI markers and HUD notifications for above game modes
  • Implementation of achievements and medals for gameplay and above modes
  • Co-designed and implemented camera shake and recoil for weapons and vehicles
  • Implemented and co-designed vehicle sandbox based on Lead Sandbox Designer specifications
  • Re-designed, balanced and implemented all weapon melee damage based on Halo 2 sandbox

WB Games QA; Bothell, WA                                                                                                                    April 2011 – Dec 2011
QA Tester– Batman: Arkham City (PS3 / 360 / PC): Shipped
  • Specifically tested Ambient, Environment, and VO Audio
  • Tracked and monitored bugs / issues via JIRA
  • Creation of test cases for Voice-Over dialogue
 
Zipper Interactive; Redmond, WA                                                                                                        May 2010 – April 2011
Tools / MP QA Tester – SOCOM 4 (PS3): Shipped
  • Tested proprietary Level Design (Magellan) software and plug-ins on Maya 8.0 & 2010
  • Performed daily compilation tests, Magellan error checkups and Lua script issues
  • Tested Multiplayer and Coop game content for bugs, graphical, game-play & design flaws
  • Wrote and tracked bugs via Bugzilla and DevTrack

Education
The Guildhall at Southern Methodist University                                                                               Graduated – Dec. 2013
            Plano, TX 75024
  • Masters in Digital Game Development, Specialization in Level Design
  • Student Activities Committee (SAC) Treasurer: 2011 – 2012

Purdue University                                                                                                                                    Graduated – Dec. 2009
            West Lafayette, IN 47907
  • Bachelor of Science in Computer Graphics Technology

email / Linkedin / Downloadable Resume

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Copyright 2025 | Lincoln Li

  • Shipped Products
  • Resume
  • Work Samples
    • Vicious Circle - Characters (password)
    • Vicious Circle - Sandbox (password)
    • Vicious Circle - Progression (password)
    • Untitled - Mission Systems (password)
    • H2A Sandbox / Combat
    • H2A Game Modes
    • Doom MP Spawn System
    • MWR Improved Destruction for AC130
    • MWR Audio Scripting
    • Hobby Project - Slacky's Command
  • About Me
    • Design Philosophy