About Me
Hello, my name is Youssef,
I'm a designer by passion and pastime, with a hawk's eye for action and stealth centric games. I always work to support my environment with prior experience and university education. Attributes commonly associated with me are curiosity, creativity, and a technical and analytical understanding. I work to bring positive energy to my surroundings and possess a teamwork mentality. |
Software knowledgeProfessional level: Creation Engine, Papyrus scripting (Skyrim), Unity (Editor), Photoshop, Stingray engine, Sublime, VScode.
Proficient: C# scripting (Unity), Motionbuilder, Hansoft, Blender, 3DsMax, Modo, Zbrush, Illustrator, UE4 (Editor and Blueprint scripting). |
Downloadable Resume
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Experience
Arrowhead Games Studios
2022 - Present - Game Designer
- Responsible for the Behavior Design and Implementation of the Enemies in Helldivers 2. The role involves communicating the game's Gameplay AI needs with other discipline teams and game directors. Taking care of enemy Spawntables across factions and difficulty levels present in the game, Building and tuning their unit behavior patterns, and implementing their abilities to create a desirable synergy between different enemy units based on the relevant fantasy each unit and faction represents.
Lordbound (Skyrim Mod)
2018 - Present - Content and Technical Designer
- Lordbound is a large-scale mod for The Elder Scrolls V: Skyrim. The mod adds a new region to the north of Skyrim built with a team consisting of 25+ members.
- I am responsible for producing content in the form of items, armors, weapons, and spells. With this content, for example, new spells come with new mechanics that I code into the Creation Kit using Papyrus scripting engine to reach a fidelity that goes beyond mere number changes.
- I often act as support to other quest and content designers, helping out in implementing designs that require higher levels of technical complexity with scripting and/or linking the magic system in the engine to quest systems to keep track of player activity over longer periods of time when using certain new features that the mod comes with.
Nynas AB (Oil Company), Stockholm, Sweden
2018 April – October Second/Third Line Technician Hardware Support Technician
- Supporting Nynas employees working at Offices and Refineries, both locally and around the world. It involved resolving incidents through doing detective work required to find root causes of issues and writing technical guides for users and other support staff to help to resolve repeating issues more efficiently.
Ricoh (IT, Printing and office tech). Stockholm, Sweden
2017 May –2018 April, First-Line IT and Hardware Support Technician
- Support business customers with their daily IT and printer problems through email and phone, issuing incidents to field technicians to resolve hardware-related issues where needed.
2022 - Present - Game Designer
- Responsible for the Behavior Design and Implementation of the Enemies in Helldivers 2. The role involves communicating the game's Gameplay AI needs with other discipline teams and game directors. Taking care of enemy Spawntables across factions and difficulty levels present in the game, Building and tuning their unit behavior patterns, and implementing their abilities to create a desirable synergy between different enemy units based on the relevant fantasy each unit and faction represents.
Lordbound (Skyrim Mod)
2018 - Present - Content and Technical Designer
- Lordbound is a large-scale mod for The Elder Scrolls V: Skyrim. The mod adds a new region to the north of Skyrim built with a team consisting of 25+ members.
- I am responsible for producing content in the form of items, armors, weapons, and spells. With this content, for example, new spells come with new mechanics that I code into the Creation Kit using Papyrus scripting engine to reach a fidelity that goes beyond mere number changes.
- I often act as support to other quest and content designers, helping out in implementing designs that require higher levels of technical complexity with scripting and/or linking the magic system in the engine to quest systems to keep track of player activity over longer periods of time when using certain new features that the mod comes with.
Nynas AB (Oil Company), Stockholm, Sweden
2018 April – October Second/Third Line Technician Hardware Support Technician
- Supporting Nynas employees working at Offices and Refineries, both locally and around the world. It involved resolving incidents through doing detective work required to find root causes of issues and writing technical guides for users and other support staff to help to resolve repeating issues more efficiently.
Ricoh (IT, Printing and office tech). Stockholm, Sweden
2017 May –2018 April, First-Line IT and Hardware Support Technician
- Support business customers with their daily IT and printer problems through email and phone, issuing incidents to field technicians to resolve hardware-related issues where needed.
Publications & Recognitions
Examining the Essential Building Blocks of Stealth Play
GameDeveloper.com 19 June 2014
This is a summary of an investigation into stealth games as part of my graduation thesis. It discusses the relationship between the player character (i.e. avatar) and the artificial opponents she faces in these games and shows how tying them together forms stealth play.
Examining the Essentials of Stealth Game Design
Game Career Guide 10 June 2014
This is the full bachelor thesis paper that looks into the inner workings of stealth centric games to find out the essential components of this type of videogames. The paper will examine the history of such games and the design principles of stealth centric games in relation to the participating player.
Research Work-Package Methodology exemplified by the Multiple Screens Project
Art and Science 15 Mars 2013
Introduce the Research Work Package Methodology (RWPM) as part of the Master Course curriculum for students at Gotland University, Sweden. We will then proceed to exemplify the RWPM by demonstrating the results of the single image mobile telephone multiscreen display work-package.
2014 February Guest Lecturer, Uppsala University Campus Gotland
Held a guest lecture in a Level Design course, discussing the implications of stealth-centric design and the considerations that have to be taken in order to build viable stealth levels in games.
GameDeveloper.com 19 June 2014
This is a summary of an investigation into stealth games as part of my graduation thesis. It discusses the relationship between the player character (i.e. avatar) and the artificial opponents she faces in these games and shows how tying them together forms stealth play.
Examining the Essentials of Stealth Game Design
Game Career Guide 10 June 2014
This is the full bachelor thesis paper that looks into the inner workings of stealth centric games to find out the essential components of this type of videogames. The paper will examine the history of such games and the design principles of stealth centric games in relation to the participating player.
Research Work-Package Methodology exemplified by the Multiple Screens Project
Art and Science 15 Mars 2013
Introduce the Research Work Package Methodology (RWPM) as part of the Master Course curriculum for students at Gotland University, Sweden. We will then proceed to exemplify the RWPM by demonstrating the results of the single image mobile telephone multiscreen display work-package.
2014 February Guest Lecturer, Uppsala University Campus Gotland
Held a guest lecture in a Level Design course, discussing the implications of stealth-centric design and the considerations that have to be taken in order to build viable stealth levels in games.
Education
2015-2017 Uppsala University Campus Gotland, Sweden
Master thesis in Convergent Media, with a focus on Game Design, culminating in a further study of stealth-centric game design.
2009-2013 Uppsala University Campus Gotland, Sweden
Graduated with diploma in Game Design as a major, and a minor in Graphics/Art, including the following subjects:
• Game Design, Level Design, MDA
• Effective Player Communication, Feedback
• Paper/Rapid Prototyping
• Production Management, SCRUM
• 2D and 3D art production
Master thesis in Convergent Media, with a focus on Game Design, culminating in a further study of stealth-centric game design.
2009-2013 Uppsala University Campus Gotland, Sweden
Graduated with diploma in Game Design as a major, and a minor in Graphics/Art, including the following subjects:
• Game Design, Level Design, MDA
• Effective Player Communication, Feedback
• Paper/Rapid Prototyping
• Production Management, SCRUM
• 2D and 3D art production