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Battlefield 6

Role change in Pre-Prod to Ship

​Senior Game Designer / Lead Gameplay & System Designer for Campaign​

  • Switched role to meet project needs due to the closure of Ridgeline Game Studios.

  • Responsible for designing, implementing and delivering 32 gameplay & system features.

    • Most notably: encounter system, loadout system, character system,​ gameplay alterations of weapons, gadgets, vehicles, 3Cs.

  • Led the design for the group consisting of 8 software engineers, 2 tech designers & 1 other game designer.

  • ​Worked closely with Game Director & Creative Director to help Mission teams deliver on their goals and experiences from a gameplay & system tooling perspective.
  • Underwent multiple Creative Direction shifts and delivered all features on time & to quality. (aggressive deadlines)

Pre-Production

​Game Designer II for Combat Experience​​

  • Responsible for the default button mapping across the entire game for both mouse & keyboard and gamepad, working closely with all game teams to ensure new features have their needed input.

  • Designed new to Battlefield features, such as; Drag & Revive as well as brought back Battlefield classic features; combat roll, prone system allowing supine (laying on back)

  • Designed and helped implement aswell as iterated on Locomotion & Player input systems,

  • Serving as a core 3C (Character, Control, Camera) designer that serves all the other teams across multiple studios as to help them deliver on their goals and experiences.

     

© 2025 by Sam Hayter.
All Rights Reserved.

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