Rob Luckfield
Game Developer
Welcome. My name is Rob Luckfield, and I am a game developer currently based in Austin, Texas. My work experience includes roles as a Producer, Engineer, Audio Designer, QA Manager, and Web Developer.
Currently, I manage day-to-day operations as Producer for Skyburn Industries, leading our team in the development of two titles.
I'm passionate about developing and producing high-quality products and experiences, particularly in the premium gaming space via agile development.
Below you'll find more details about myself, my work, and how you can contact me.
Production & Engineering
Producer & Engineer - Skyburn Industries
A unique new experience, Skyburn provides players with a "simulated MMORPG" - classic MMO-style RPG gameplay with a compelling story and drastic quality of life improvements - such as simulated party heroes, quick instancing with whomever you want - your friends on the couch, your friends online, or your own whole guild!
This upcoming title combines the world design and gear-driven RPG elements of games like World of Warcraft and Diablo with the narrative, exploration, and art design of games like The Legend of Zelda and The Elder Scrolls.
This retro-inspired FPS features fast-paced arena combat, RPG character growth, and a horror-based story with a demonic art style. Join in for the fast, addictive combat, stay for the randomized Roguelike and gradual RPG growth elements.
Drawing from classics like Quake and Doom, Slumber combines the old-school FPS with modern RPG and Roguelike growth, providing an addicting survival arena core loop with gradual growth and storytelling as your character obtains stronger abilities and equipment.
As Producer on these titles, I am currently leading development and managing interdepartmental communications. I work to design key features, plan our timelines, and ensure we hit milestones. Working closely with each department in our studio, I oversee each feature and system from concept, design, and documentation through implementation, testing, and verification. I aim to maintain rapid development with dependable accountability through a variety of practices and tools, such as Agile, Scrum, and Trello.
As an Engineer, I also work to create each feature, primarily implementing UI and Gameplay features. I work closely with our other engineers to provide support on server-driven data systems, a huge component for any multiplayer RPG experience. Working as both Producer and Engineer, I often take on features from beginning to end, and work closely with our tech artists to implement their assets into our growing 3D world.
Currently, Skyburn Industries is in a rapid state of growth - our 10 man team is incredibly talented, but we're also incredibly ambitious. Throughout the development of these titles, I've honed skills in team management, leadership, and engineering. Taking on new responsibilities wherever they appear, I've passionately delved into UI, 3D, Physics, and Audio Engineering. I'm deeply passionate to continue leading our team through the development of these projects, and we hope to share more soon.
Producer & Engineer - CloudyShark Studios
Slots-driven City Builder for iOS, built on the core of Vegas-quality slots with a unique town-building meta loop.
As Producer on this title, I led development and managed interdepartmental communications to plan milestones, hit deadlines, and maintain developer-publisher relations. Working closely with Project managers and Producers at our publishing company, Big Fish Games, as well as our internal design team, I designed and improved our systems based on metrics and player feedback.
I also worked with JIRA, Confluence, and Trello systems to maintain that constant progress towards our goals. With our developers, artists, and engineers, as well as Big Fish's QA leads, I documented, designed, and tracked feature implementation. This process continued through QA testing and issue tracking to hit those milestones consistently and effectively.
I continued to lead our team to success through the soft-launch of our game, releasing the product and growing our audience in Canada and several European countries. During this period, we continued development, where I aided in the design of future content and feature updates, and maintained a constant improvement in our metric data. The game continued to grow in praise, audience, and profits until Big Fish was acquired by Aristocrat Leisure, and our companies failed to reach a contractual agreement in moving forward.
On the technical side, I designed, documented, and implemented key features in the meta town-building gameplay. I worked closely with our technical artists and engineers to grow my skills in engineering, as I worked on features such as timed retention rewards, town layout designs, and art asset implementation. I also worked closely with our designers and project managers to implement and improve our FTUE, continually raising our stats of player retention and conversion as we updated the first few minutes of gameplay.
Quality Assurance
QA Manager - CloudyShark Studios
As QA Manager on this title, I worked closely across multiple disciplines to fix bugs, implement new features, and ensure that milestones were met on time. I also managed QA testers in-house and externally through 3rd party testing, maintaining our Trello board as our team and external testers reported, fixed, and verified issues. Individually, I implemented automated test cases for data verification, developed test cases for new features & functionality, and communicated with our beta testers for customer support & bug reporting.
In addition to QA responsibilities, I created a majority of the dungeon levels in Unity, working closely with the team's designer to go from wireframes to fully-functional levels and quests. I also worked closely with the team's tech artist, implementing and fixing issues with art assets (models, animations, materials, shaders, particle effects, etc).
QA Testing - Pole to Win International
Game Jams & Student Projects
Games
A twin-stick bullet-hell shooter, Space Vikings combines a classic arcade experience with a roguelite meta, featuring procedural waves of enemies and player upgrades.
This project was conceived of and developed over the period of approximately 2-3 days as part of a game jam. I worked as the sole engineer and co-designed the entire experience with a tech artist, Luke Litman, to rapidly develop the title.
The goal of the game was to quickly create an addicting core loop - and within a day, I had fully engineered the core experience of shooting endless waves of enemies until you die. The next day, we polished the experience and honed the meta content - creating upgrades, and crafting a more reliable procedural content system.
By the third day, we wrapped up with minor bug fixes and final polish, created a build that could be played with keyboard and mouse, or an xbox controller. Supporting both PC and Web GL builds, the game is easily available to play (see linked image). Plug in a controller or use your keyboard and give it a try.