Philipp Hagen
Principal Technical Designer
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Sobre
In my career I've been working as a Level Designer, Technical Artist and as a Game Designer. Due to that, I have acquired a unique set of skills that has made me not only exceptionally flexible, but also adaptable to any circumstances that may arise during production.
Experiência
Principal Technical Designer — Saber Interactive Porto
May 2026 – PresentRoad Kings — Unreal Engine 5
- Tech Lead responsible for improving workflows and pipelines across relevant departments to ensure efficient production and delivery against deadlines.
Principal Technical Designer — Torn Banner Studios
July 2023 – December 2024No More Room in Hell 2 — Unreal Engine 5
- Implemented various gameplay mini-games and their multiplayer replication.
- Led efforts to improve workflows and pipelines across departments to support production deadlines.
- Designed and implemented character skills, including the creation of dedicated test scenarios in a GYM test environment.
- Designed and implemented new objective types and supporting scenarios for Level Designers.
Principal Technical Designer — Torn Banner Studios
January 2023 – June 2023Unannounced Project — Unreal Engine 5
- Rapidly prototyped and iterated on a variety of gameplay features and systems.
Lead Technical Level Designer — Massive Entertainment
March 2020 – December 2022Avatar: Frontiers of Pandora — Snowdrop
- Designed, developed, and planned systemic gameplay features.
- Coordinated cross-department dependencies to ensure successful implementation and delivery.
Lead Technical Level Designer — Massive Entertainment
June 2019 – March 2020Tom Clancy’s The Division 2: Warlords of New York — Snowdrop
- Implemented cinematics and overarching game structure.
- Designed and created systemic gameplay ingredients.
Lead Technical Level Designer — Massive Entertainment
June 2016 – June 2019Tom Clancy’s The Division 2 — Snowdrop
- Designed and implemented systemic gameplay elements and features.
- Implemented cinematics and character scenes supporting the overarching game structure.
- Served as Responsible Designer for key locations, including the White House.
- Collaborated closely with the Tools team to improve and evolve the Snowdrop Engine.
Senior Level Designer — Massive Entertainment
October 2015 – June 2016Tom Clancy’s The Division — Snowdrop
- Collaborated closely with Level Designers and Game Designers on World Interactions to ensure consistency and quality across the game.
- Evaluated the Snowdrop Engine from a Level Design and Technical Art perspective.
Senior Technical Designer — Yager Development GmbH
June 2013 – July 2015Dead Island 2 — Unreal Engine 4, Deep Silver
- Designed, implemented, and tuned various loot systems and all player skills.
- Designed and tuned the crafting system.
- Collaborated closely with Level Designers and Artists to create functional assets tailored to production needs.
Senior Technical Designer — Yager Development GmbH
June 2012 – June 2013Dreadnought — Unreal Engine 4, Grey Box
- Led a small team in developing and iterating on core gameplay mechanics.
- Designed and implemented UI systems using Scaleform, ActionScript 3, and UnrealScript.
Technical Designer — Yager Development GmbH
September 2010 – June 2012Spec Ops: The Line — Unreal Engine 3, 2K Games
- Designed and implemented new levels, including White Phosphorus and the Epilogue.
- Maintained, refined, and iterated on existing level designs and combat encounters.
- Served as Technical Artist for assigned levels, ensuring their stability throughout production.
- Optimized memory usage and performance across Xbox 360, PlayStation 3, and PC.
Formação
Game Design in Game Design – Games Academy GmbH (2010-09)
Military service in Medic and soldiers' spokesperson (2009-09 – 2009-09)
High school graduation – Gewerbliche Schule Backnang (2008-06)
