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Hi I'm David Thompson, a professional video game designer with over 15 years experience. I first started working with games through creating game mods for Electronic Arts Command & Conquer series like Tiberian Sun Rising for C&C3. It was through this passion that I've worked at the professional level for companies Gameloft, PikPok and Wooga.

Having worked in different countries my journey has given me exposure to new cultures, different methods & techniques for designing games. I have experience with mobile, free2play, desktop and immersive virtual reality. I've worked on games across multiple game genres including real-time strategy, tycoon builders, collectible card games, racing and hidden object. I love working with new technologies hence my passion for VR and mixed reality devices.

Game design is my passion and craft. I love crafting new experiences that players will be totally absorbed. I really enjoy creating fun compelling games working with other passionate and talented people building quality games. I gain enjoyment from developing the team and mentoring people around me when I've worked in a production or lead position and engaging the team in the design process.


Please find my showreel demonstrating some of the games I have designed. If you have printed this please scan the QR code with your mobile device to view.

Work History

Oct 2015Present

Designer & Producer, Consultant


Melbourne, Australia

I work for clientele advising on existing games and assisting design in the early phases of development. I am responsible for prototyping new game ideas. In this period I've also been developing my skills and providing expertise to other developers. I've resumed work on a legacy project of mine Tiberian Sun Rising and in addition developing my skills with Unreal Engine 4. I've learned a lot about self-management, time management & prioritisation, organising & planning effectively and have adopted an entrepreneurial mindset.

Apr 2015Sep 2015

Product Manager


Berlin, Germany
Pearls Peril (iOS)

I worked at Wooga as a Product Manager on Pearls Peril (iOS) a hidden object game. I was responsible for bi-weekly releases, maintaining product backlog, sprint planning, product roadmap, QA and coordinating with other departments. I accomplished backwards compatibility support for older iOS devices for the product and A/B testing a variety of features. I learned about live operations, leadership,  performing A/B tests, personal development, prioritisation, effective delegation and team management.

Feb 2014Jan 2015

Lead Game Designer

Pik Pok

Wellington, New Zealand
Turbo FAST (Mobile), Into the Dead VR (GearVR, Oculus), Monsters Ate My Metropolis (Mobile)

I worked at PikPok as a Game Designer on a number of titles. I was responsible for designing Monsters Ate My Metropolis a mobile free2play collectable card game. Redesigned and adapted Into the Dead for virtual reality to run on Samsung Gear VR and Oculus Rift. I was also responsible for designing new features for existing titles and accomplished releasing a new multiplayer mode for Turbo FAST to improve player retention. I learned a lot about meta-game, asynchronous multiplayer, analytics, game balancing, and collectable card games.

Sep 2012Feb 2014

Game Designer


Melbourne, Australia
Wander (PC, Playstation 4)

I volunteered my expertise to work with Wander as a Game Designer, I was responsible for capturing the product vision, design documentation & communication of design and conducting user testing research with virtual reality. I accomplished scoping down the project into an understandable game design, designed player interaction & cooperation game-play features and designed the dreamscape a world map & progression system. I learned a lot about designing for virtual reality, narrative design, exploration game design, project funding process, demoing at trade shows and project scoping & planning. 

Note: initially full-time, I switched to part-time on Wander when I began my employment at Appster in February 2013.

Feb 2013Dec 2013

Project Manager

Melbourne, Australia

I worked at Appster as a Project Manager I was responsible for meeting with clients, creating and maintaining client and developer relationships,  remote management of development teams and reviewing project budgets & scope. I accomplished delivering a number of small game projects for clientele, establishing Appster's game development pipeline and transitioning development teams over to Unity. I learned about solving pipeline problems, clearing bottlenecks for development teams and budgeting.

Feb 2011Jul 2012

Lead Game Designer


Auckland, New Zealand
Silent Ops(iOS) and My Little Pony (Mobile)

I worked at Gameloft as a Game Designer I was responsible for writing & maintaining game design documentation, gameplay design, free2play monetisation on My Little Pony including designing content for post launch. Prior to My Little Pony I was responsible for level design, grey boxing levels and scripting with LUA. I worked on single player and multiplayer level designs for Silent Ops. I learned about free2play game design, designing UX/UI for mobile & touch, game economies & monetisation, narrative design, social features and level design.

Nov 2001Nov 2011


CnC Source

Melbourne, Australia
"Tiberian Sun Rising"
  Mod for C&C3: Tiberium Wars (PC)

I founded CnC Source and worked as the Webmaster I was also the Designer & Producer for CnC Source's game mod projects. I was responsible for team recruitment & management, content writing & website maintenance, game mod project design & production. I accomplished establishing CnC Source as one of the top C&C websites in the community, starting and driving Tiberian Sun Rising to beta, creating a functional & productive game team across 5 different time zones with a team of volunteers of 20 people. I learned a ton about every facet and every role in the game development process, art pipeline from concept to final in-game, game design & level design, recruitment, management, game production & leadership, game balancing, game engines, coding and much more.

Game Credits

  • Product Manager - Pearls Peril (iOS) Wooga, 2015
  • Lead Game Designer – Monsters Ate My Metropolis (iOS/Android) PikPok, 2014
  • Game Designer – Into The Dead (Samsung Gear VR, Oculus Rift) PikPok, 2014
  • Game Designer Turbo FAST  (iOS/Android) PikPok, 2014
  • Game & Level Designer - Check Mates (PC) Global Game Jam, 2014
  • Game Designer – Wander (PC, Mac, Linux, Oculus Rift, PS4) Wander, 2012-2013
  • Game & Level Designer - Little Red Hiding Hood (PC) Global Game Jam, 2013
  • Game Designer - Jormungandr (PC) Global Game Jam, 2012
  • Lead Game Designer ‘My Little Pony (iOS/Android) Gameloft, 2011-2012
  • Level Designer ‘Silent Ops (iOS) Gameloft, 2011
  • Game & Level Designer - Whip Frog (PC) Global Game Jam 2011
  • Designer & Producer‘Tiberian Sun Rising (PC Mod) CnC Source, 2006-2017


Feb 2005Nov 2009

Bachelor's Degree, Multimedia Software Development

Swinburne University of Technology

Studied Game Design, Programming, 3D Modelling/Art and Website/UX Design. Including a year abroad working for Orbit Research as a Designer for a work placement.


Sep 2013Present

Certified Scrum Product Owner Training (CSPO)

Axis Agile

For my role at I was certified as a Product Owner with Axis Agile I learned Agile principles, kanban, vision creation, backlog refinement and maintenance, creating user stories, requirement mapping and release planning and more.

Awards & Achievements

  • Check Mates - 2014 - Global Game Jam Melbourne Best Game
  • Little Red Hiding Hood - 2013 - Global Game Jam Melbourne Best Audio
  • Whip Frog - 2011 - Global Game Jam Melbourne Judges Favourite
  • Whip Frog – Featured in “Game Development with Blender” - Cengage Learning PTR, 2013
  • Tiberian Sun Rising - 2009-11 - ModDB Voted Top 100 MOTY for 3 years in a row
  • Turbo FAST (iOS/Android), PikPok, 2014 reached 50 Million Players
  • My Little Pony (iOS/Android), Gameloft, 2012 reached 50 Million Players