A
ANDREW
THOMPSON
GAME DESIGNER.
ANDREW
THOMPSON
GAME DESIGNER.
ready whenever you are.
Highly productive, innovative, and collaborative.
Able to quickly learn and apply new skills in any environment.
// demo reel
gameplay in action.
// portfolio
my latest work. See more >
// about me
I’ve been doing this awhile.
Ever since I was eight years old I have been tinkering with computers, trying to bring games to life.
At that age I had access to nothing but Microsoft PowerPoint – not exactly an appropriate program for game development – but over the next couple years I still managed to create dozens of little ‘games’ using it. As the years passed, I began to discover the limitations of this simple point-and-click interface and turned my attention to learning actual game design software. Macromedia Flash was the first, and I spent years learning and experimenting with it, finally able to create some of the concepts boiling in my head.
Over the next decade I kept reaching further, trying my hand at game modding and map creation, developing in text-based engines like Twine and Inform 7, and delving into Unity and Unreal Engine to push my ideas further. My experience was sharpened in both development and management as the lead developer for several game jam projects with over a dozen team members, serving as a founding member for CMDC Studios, and working part time as a freelance level designer inside Unreal Engine.
From there, I worked as project manager for Amnesia: Restored, where I lead a group of 32 in reconstructing the 1986 adventure game Amnesia published by Electronic Arts. My continued work with the Electronic Literature Lab, preserving and restoring old pieces of digital web art and games, led me to teaching part time at Washington State University Vancouver on VR development inside Unreal Engine 5, and as a gameplay design consultant for the VR game based on Rob Swigart’s work, Data Entry: Portal.
Over the past year (2024), I have been hard at work as part of the Future of Text project, developing inside WebXR for the Apple Vision Pro and Quest 3 headsets, as well as contracting for level and environment design on a stealth tactics rpg about dinosaurs.
Where does this lead next? Let’s find out.
I’m still driven by the same personal motivation that started all of this nearly two decades ago.