Nick Johnston
Game Design Portfolio
Team Projects

The frontier of Europa holds many lost secrets from the past, including the dark power of Stasis. Work with the mysterious Exo Stranger to harness this new power before Eramis, the Kell of Darkness, bestows it on her Fallen forces. Grow your arsenal, command Stasis, and go beyond the Light.
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Developed: 2019-2020 for PC, PS4, XBO, Stadia
Engine: Proprietary
Role: Contract Associate Technical Designer*
*Worked for Bungie, hired by Target CW
My tasks included:
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Implemented, maintained, and polished several 3-to-10-minute public events and larger, 30+ minute team activities according to provided specs
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Documented best practices and tutorials for emerging proprietary tools

(showcased at Pax WEst 2019!)
Dino Delivery is a third person adventure game about Pip and his dino Parcel on a quest to recover the lost mail and solve an egg-napping mystery.
The game was designed to be a friendly, inviting experience, so the game has no combat!
For more on Dino Delivery, click here.
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Developed: 2017-2018 for PC
Engine: Unreal Engine 4
Role: Interaction Designer
My tasks included:
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Annexed interaction blueprints for specific functionality
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Encounter design and implementation
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Tutorialization of core mechanics (movement, shooting, commands)
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Pacing and flow for first and second game regions
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Aquadrenaline is a multiplayer sports game. Players drive around in hydroplane vehicles competing in a classic game of capture the flag. The game features kart-style items and weapons such as torpedoes and boosts, but also crazier items such as a plasma cannon and "boop gun."
Aquadrenline is an awesome experience because the movement and physics system are so robust; players can fly off waves and ramps and do aerial tricks, such as rolls and flips.

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Developed: 2017-2018 for PC
Engine: Custom C++
Role: Designer/Director
My tasks included:
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Creating UI, level design, and mechanics prototypes
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Scripting game mode, player, and item logic in Lua
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Level design and player pathing
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Leading design-oriented meetings

(showcased at Pax WEst 2017!)
CrystalBound is a top-down action-adventure game where 2 players work together to explore a mysterious subterranean environment and defeat cursed creatures.
What makes CrystalBound special is its dedication to co-operation. When the players start the game they're immediately cursed; this curse binds them together, and if they get too far away their life force is drained! The players also share their life force, so if one player takes a hit, both players feel the pain.
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Developed: 2016-2017 for PC
Engine: Custom C++
Role: Designer/Director
My tasks included:
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Prototyping and developing player and enemy mechanics
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Level design and prop placement
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Balancing the flow of encounters
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Narrative design
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UI wireframing and UX design