Professional Game Designer
ewaterhousebiggins@gmail.com
Edward is a professional game designer with several years of experience working on AAA titles whilst working at Rebellion Developments.
He has developed video games in a studio environment on projects in pre-production, production and post release; working across disciplines to design, implement and iterate on a wide range of gameplay features such 3C’s, Unlock Progression, Objectives, Looting and Player Inventory.
Edward has experience working with all disciplines across game development including Level Design, Code, Production, Technical UI, Environment Art, Character Art and Audio and has experience in learning and using game engines, including Rebellion’s proprietary engine Asura.
Find Edward’s professional, solo and group projects below.
Professional Projects
Sniper Elite: Resistance
November 2024 - Current (Release January 2025)
Offering unparalleled sniping mechanics, stealth and tactical third-person combat, Sniper Elite: Resistance turns the attention of the award-winning series towards a hidden war, far from the front lines, deep within the heart of occupied France.
Edward joined the development of Sniper Elite: Resistance to improve the quality of system designs on the game. He identified areas of the game that needed attention and managed the scoping and implementation of the changes, working with Production and Level Design to implement a wide range of improvements within a very short time frame. Some of his impacts on the project can be found below-
Revamping the presentation of the Level Objectives, designing consistent and clear messaging that was in line with the narrative design, level design and art of the levels.
Guiding junior members of the team to implement changes within a tight time frame whilst making sure they had understood and had input on all designs.
Identifying bugs with features and using his knowledge of Rebellion’s Proprietary engine, Asura, to fix them in an efficient and timely manner.
Project Links
Atomfall
August 2024 - Current (Release March 2025)
A nuclear disaster has left an area of Britain in tatters. Atomfall, a new survival-action game, will see you explore, scavenge, craft, barter and fight your way through beautifully recreated scenery in search of answers.
Edward joined the development of “Atomfall” during production to design and implement the Haptic Triggers for the PS5 Dualsense and to manage and polish the 3C’s of the game. During his time on the project so far, he has worked closely with the Code department to design and implement a range of Adaptive Trigger effects for the PS5 version of the game, this required him to build a deep understanding of the systems across the game in a short time frame so that he could write suitable and effective designs. He has also done a review of the 3C’s of the game, which led to bug fixes and improvements mainly across the controls for KBM and PAD.
Project Links
Project Archipelago
August 2022 - August 2024 (Unreleased)
Project Archipelago is a third person shooter Battle Royale game with a focus on sniping and strategic gameplay requiring careful observation, planning, and decision making that will ultimately lead to tense combat encounters on the path to a hard-fought victory.
Edward worked on Project Archipelago from the very beginning of development in Pre-Production all the way through to Pre-Alpha. During this time, he owned many key features of the game including the 3C’s, Objectives, Looting, Inventory and Traversal. He lead the design and implementation of all of these features; writing and managing the design documents, leading the design and stakeholder reviews, working with all disciplines to implement and iterate on the features and collaborating with an external publisher to ensure that the features met the project goals. During this time, he worked closely with junior members of the team to ensure that they were happy and had direction on the project. This included iterating together on features that were closely linked whilst integrating and simplifying designs where appropriate.
Sniper Elite 5
June 2021 - August 2022 (Release + Post Release)
The award-winning series returns as Karl Fairburne fights to uncover Project Kraken in 1944 France. The genre-defining authentic sniping, with enhanced kill cam, has never looked or felt better as you fight across immersive maps to stop the Nazi war machine in its tracks.
Edward owned several features throughout the development of Sniper Elite 5, the main features being the Objectives and the Unlocks. Working on the Objectives, Edward documented the current implementation across the entire game and worked with Design Leads and Level Designers to refine the objective flow and implement an objective structure that players understood and reached the goals of each Level Designer. Working on the Unlocks, Edward documented and designed the messaging and progression for all of the unlocks in the game including the weapons, weapon attachments, player skins, player hats and starting locations.
Project Links
Solo University Projects
Dupliscape
Level Design
Systems Design
Programming
Testing
’Dupliscape’ is a 2D puzzle-platformer that was built using Unity and is written in C#. This solo project was designed, built and tested by Edward following an agile development process. The aim of the game is to reach the goal by moving the player and a ‘duplicate’ around each level to open doors, activate platforms and block bullets. This innovative platformer requires the player to carefully consider every step they make.
Project Links
Group University Projects
Shape Escape
Level Design
Sound Design
Systems Design
Programming
‘Shape Escape’ is a labyrinth puzzle game that was built in Unity and written in C#. It was inspired by the old school “ball in a maze” wooden puzzles. Edward was the main level designer and sound designer for this project. The designs may be aesthetically pleasing, but they will require precision and patience to beat them in a respectable time.
Project Links
Thief
Systems Design
Programming
‘Thief’ is an online multiplayer game that was built in Unity using the Photon engine and written in C#. Edward was the main programmer and designer for this project. The thief must navigate the dark maze and steal gold before the guards can catch them. The guards will have to execute effective teamwork and communication in order to catch the fast-moving thief!
Project Links
Blood Ascent
Environment Design
‘Blood Ascent’ is a virtual reality fighting game that was built in Unreal using blueprints. This was Edward’s first VR project, his role was to design and build all of the game environments. The player must fight off oncoming hoards of enemies to protect his lair. Get immersed in this eerie vampire world!
Project Links
Other University Projects
Usability Test : Theme Hospital
This was an investigation into the design of the user interface in “Theme Hospital”, a popular real time strategy game from 1997. This usability test involved evaluating the accessibility of the game by conducting test cases with set tasks. The report dives into the industry history, analyses the current game interface and suggests possible improvements.