Cordelia Chui
I am a game designer with over 3 years of professional experience and 2 shipped titles, including a role as Lead Level Designer, alongside a Games Design BA degree. Prior to game development, I spent 5 years working in the esports industry. I excel in multidisciplinary collaboration and strive to form strong relationships and contribute to a positive work atmosphere. I am passionate about innovative yet elegant game mechanics explored through compelling challenges and thoughtful level design to create meaningful experiences for players.
Work Experience
Quell, London, UK
Game Designer | October 2023 - October 2024
Worked on Shardfall (2024), Quell Impact launch title, from six months until release and continued into live service with 6 post-release updates. Ownership of many different features and various content, as well as a cabinet mode on-site demo.
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Prototyping, iterative design and final implementation of NPCs using AI tooling in Unity 3D involving behaviour trees, node graphs and animator controllers.
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Distribution of enemies, environments and tutorials across all levels in the game with consideration for roguelike progression and replayability.
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Designed and built 16 procedurally-generated levels with adaptive encounters and traversal sections using dynamic difficulty adjustment and probabilistic systems.
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Gamewide balancing of player and enemies including behaviours, abilities, stats, scaling and difficulty modifiers in addition to score systems and game economy.
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Created GDDs for multidisciplinary teams including mockups, wireframes, flow diagrams, technical and art requirements, future scalability and feature scoping.
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Initial design of metagame systems such as new game plus, challenges, cosmetics, loot boxes and UI/UX for equipment screens and menu navigation.
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Design and implementation of FTUE including session flow, pacing, level design, tutorialised NPCs and triggered UI elements.
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Defined requirements of design tools for AI, level generation and reward systems.
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Conducted playtests and used telemetric data to gain feedback and identify issues.
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Led group brainstorms, workshops and problem solving meetings.
Supermassive Games, Guildford, UK
Lead Level Designer / Advanced Designer | April 2022 - September 2023
Junior Level Designer | July 2021 - April 2022
Worked on Switchback VR (2023), PS VR 2 launch title, from pre-production until its first major post-release update. I became the Lead Level Designer and owner of 4 levels from concept to release including vertical slice, tutorial and final boss.
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Designed and prototyped key gameplay features in Unreal 4 and on target hardware.
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Created test environments to establish game metrics and LD rulesets.
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Created GDDs, pacing maps, floor plans in addition to technical and QA docs.
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Built whitebox levels with 3D blockout, spline physics, art assets, custom Blueprint logic, sequences, placeholder lighting and audio.
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Iterative design and final implementation of polished moment-to-moment gameplay in combat, on-rails traversal, puzzle spaces and free-look cinematic scenes.
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Collaborated with a wide range of disciplines including production design, systems design, engineering, environment art, character art, animation, VFX, audio and QA.
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Conducted playtests and level reviews to implement feedback and resolve issues.
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Led multidisciplinary teams from design handover to milestone deliveries, which involved scoping, regular reviews, optimising pipelines and solving problems.
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Mentored other designers through skill shares, workshops and providing feedback.
Betway Group, London, UK
MOBA Social Media Manager | November 2020 - July 2021
Esports Social Media Executive | July 2019 - November 2020
Worked in the Esports department in executive and management roles with a focus on growth and retention of Dota 2 and League of Legends markets in Europe, South America and China.
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Led and executed digital campaigns across various social media platforms.
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Produced graphics, videos, livestream shows, custom Dota 2 maps and novelty tournaments, working with professional gamers as well as user-generated content.
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Mentored direct reports, managed workloads and conducted performance reviews.
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Defined delivery requirements and milestone targets and streamlined workflows.
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Analysed data to produce detailed reports to track KPIs and adapt strategies.
GINX Esports TV, London, UK
Social Media & Community Manager | June 2018 - July 2019​
Worked in the Digital department with a focus on creating and promoting gaming and esports shows for TV and online platforms.
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Led a small team of social media executives in day-to-day operations of various social media platforms across multiple international territories.
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Created scripts and running orders, presented on camera, conducted interviews and provided on-location live event coverage to produce video and livestream content.
Key Skills
Game & Level Design
Rapid Prototyping
Scripting
AI & Encounters
Level flow, pacing & progression
3D blockout
Sequences
Puzzle design
Playtesting
Balancing
Documentation
Problem solving
Software
Game Engines
Unreal Engine 4/5 Blueprints
Unity C#
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3D Modelling
3DS Max
Blender
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Version Control
Git/Fork/Bitbucket
Perforce
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Documentation & Collaboration
Confluence/Notion
Microsoft Office Suite
Google Workspace
Miro/Figma/Canva/yED
Adobe Photoshop & Premiere
Teams/Slack
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Project Management
Jira/Shortcut/Asana
Trello/Monday
Other
Languages
English (Native)
French (GCSE)
German (Basic)
Cantonese (Basic)
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Esports
Top 4 Hearthstone Women - WESG Women’s World Championship 2017
Finalist - WSOE 2: The Hearthstone Showdown
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Music
Grade 8 Piano (ABRSM)
Grade 5 Music Theory (ABRSM)
Grade 3 Violin (ABRSM)
Education
Limit Break, Remote, UK
Mentee | June 2020 - July 2021
Completed a mentorship program aimed at underrepresented people working in the UK games industry, involving regular 1:1 sessions with a Game Director to gain feedback on independent projects, and attending roundtables hosted by industry professionals.
London College of Communication, London, UK
Games Design BA | September 2015 - July 2018
Completed a Bachelor’s Degree in Game Design, study included concept and design, prototype development and contextual theories and studies.
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Created a variety of action, puzzle, strategy and platformer games from initial design to final implementation in Unity 2D & 3D as well non-digital games.
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Delivered Year 3 Thesis on methods for designing multivalent game mechanics to create meaningful choices for players.
