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Philipp Hagen

Philipp Hagen

Principal Technical Designer

Talento
LisbonMembro desde 19 de maio de 2026
Level DesignTechnical ArtGame DesignSnowdrop EngineScaleformUnrealScript
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Level DesignTechnical ArtGame DesignSnowdrop EngineScaleform

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 – Present

Road 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 2024

No 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 2023

Unannounced 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 2022

Avatar: 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 2020

Tom 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 2019

Tom 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 2016

Tom 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 2015

Dead 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 2013

Dreadnought — 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 2012

Spec 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)

Competências

Principal Technical Designer

Avaliações