Mike Ellis
Mike Ellis
Game Designer / Design Manager
 

Career

 
 
 

 Currently

As of mid-2019, I have been working at Sony’s Santa Monica Studio in the role of a Design Manager for multiple design teams. Here I help assemble, enable, and serve high performing design teams so that they can do their best work. Being back in the Sony family after 20 years is a special feeling.


Psychopomp Logo No Text Large.jpg

Consulting

Between 2017 and 2019 I worked as a consultant for my company, Psychopomp. 

Psychopomp was a boutique video game industry consultancy, encompassing the following, 

  • Game design consultation

  • Game development consultation

  • Video game industry knowledge & experience

Psychopomp helped a range of large and small teams to realize their creative goals and achieve the highest possible quality products via consultation, team augmentation, and custom designs. Tailored services were targeted toward a range of client types, covering dev teams, publishers, IP/rights holders and indy dev.


Halo Wars 2

Dev/Publisher: 343 Industries & Creative Assembly / Microsoft Studios
PlatforM: Xbox One & Win 10
Role: Design Director
Time on Project: First 6 Months & Final Year

Responsibilities:

  • Creating a Halo quality campaign

  • Collaborated with dev team on mission design, structure and flow 

  • Ensuring game had the soul of a Halo console title

  •  Design consultation and support to the dev team

  • Weekly mission reviews

Cauliflower and Kale Soup

Halo: Spartan Strike

Dev/Publisher: 343 Industries & Vanguard Games / Microsoft Studios
PlatforM: iOS & Win 8 devices
Role:Design Director
Time on Project:1 Year (Concept to ship)

Responsibilities:

  • Ensuring game had the soul of a Halo console title

  • Design consultation and support to the dev team

  • Helped with overall game balance

  • Worked with dev team on weapons and mechanics

  • Weekly level reviews

Cauliflower and Kale Soup

Halo: Spartan Assault

Dev/Publisher: 343 Industries & Vanguard Games / Microsoft Studios
PlatforM: iOS & Win 8 devices
Role: Design Director
Time on Project: 1 Year (Concept to ship)

Responsibilities:

  • Ensuring game had the soul of a Halo console title

  • Design consultation and support to the dev team

  • Helped with overall game balance

  • Worked with dev team on weapons and mechanics

  • Weekly level reviews

Cauliflower and Kale Soup

Halo 4

Dev/Publisher: 343 Industries / Microsoft Studios
PlatforM: Xbox 360
Role: Design Director
Time on Project: 13 Months (7 months dev to ship & 6 months of DLC)

Responsibilities:

  • Directed Multiplayer content from external partners

  • Ensured external content was of the same quality as that produced in-house

  • Helped external partners understand what it was to be Halo

  • Provided feedback and guidance on content

  • Weekly map reviews

Cauliflower and Kale Soup

Overstrike (Became F.U.S.E.)

Dev/Publisher: Insomniac Games / Electronic Arts
PlatforM: PlayStation 3 & Xbox 360
Role: Lead Designer
Time on Project:1 Year of Pre-Pro (Switched to Director of Design for studio)

Responsibilities:

  • Initial prototyping of core gameplay mechanics, systems, etc.

  • Collaborated on design of the core gadgets used by the agents

  • Designed, built, and implemented test environments

  • Designed and collaborated on vertical slice demo

Cauliflower and Kale Soup

Ratchet & Clank: A Crack in Time

Dev/Publisher: Insomniac Games / SCEA
PlatforM: PlayStation 3
Role: Lead Designer
Time on Project: 1.25 Years (Concept to ship)

Responsibilities:

  • Managed a design team of 12 people

  • Collaborated on the scope and structure with the Creative Director

  • Guided level and feature implementation

  • Designed the 'Sub Woofer' analogue weapon

  • Re-designed the 'Vapedia' level

Cauliflower and Kale Soup

Ratchet & Clank: Quest For Booty

Dev/Publisher: Insomniac Games / SCEA
PlatforM: PlayStation 3
Role: Lead Designer
Time on Project: 1 Year (Concept to ship)

Responsibilities:

  • Managed the design team of 3 people

  • Collaborated on the new Wrench Abilities

  • Gameplay & economy tuning and balancing

  • Designed the 'Viper Caverns' level

  • Designed and implemented the player training section

  • Implemented the 'Hoolefar Island' hub level

  • Implemented the 'Azorean Sea pt2' level

Cauliflower and Kale Soup

Resistance 2

Dev/Publisher: Insomniac Games / SCEA
PlatforM: PlayStation 3
Role: Supporting the team shipping the game
Time on Project: 3 months (Alpha to ship)

Responsibilities:

  • Took WIP final level (which was behind schedule) through to ship

  • Collaborated in implementing final boss

Cauliflower and Kale Soup

Ratchet & Clank: Tools Of Destruction

Dev/Publisher: Insomniac Games / SCEA
PlatforM: PlayStation 3
Role: Senior Designer (reporting directly to the Creative Director)
Time on Project: 2 Years (Early dev to ship)

Responsibilities:

  • Created metrics for world and object building

  • Designed the 'Gelanator' gadget

  • Designed and implemented the following levels

    • Zordoom Prison

    • Fastoon

    • Mukow

  • Collaborated on the space shooter mode

  • Designed and implemented the 5 space shooter levels

Cauliflower and Kale Soup

James Bond: From Russia With Love

Dev/Publisher: Electronic Arts
PlatforM: PlayStation 2 and Xbox
Role: Senior Designer
Time on Project: 1 Year (Mid dev to ship)

Responsibilities:

  • Member of the 'Combat and Controls' team

  • Created metrics for interactive objects

  • Analyzed levels for camera issues

  • Implemented several of Bond's gadgets

Cauliflower and Kale Soup

Tomb Raider: Legend

Dev/Publisher: Crystal Dynamics / Eidos
PlatforM: PlayStation 2 and Xbox
Role: Senior Designer
Time on Project: 1 Year (Concept to mid dev)

Responsibilities:

  • Led the efforts of the level design team

  • Designed 2 levels for the game - 'Tokyo' and 'Russia'

  • Worked on prototypes levels, scenarios and events

 

Cauliflower and Kale Soup

Legacy Of Kain: Defiance

Dev/Publisher: Crystal Dynamics / Eidos
PlatforM: PlayStation 2 and Xbox
Role: Senior Designer
Time on Project: 1 Year (Mid dev to ship)

Responsibilities:

  • Designed and implemented the 'Sarafan Stronghold' level

  • Designed and implemented 'The Citadel' level

 

Cauliflower and Kale Soup

Legacy Of Kain: Blood Omen 2

Dev/Publisher: Crystal Dynamics / Eidos
PlatforM: PlayStation 2 and Xbox
Role: Lead Designer
Time on Project: 2 Years (Early dev to ship)

Responsibilities:

  • Managed the design team of 6 people

  • Designed the combat system to fit the camera and controls

  • Collaborated on the design of the 'Dark Gift' powers

  • Redesigned and implemented 'The Canyons' level

  • Gameplay tuning and balancing

Cauliflower and Kale Soup

Colony Wars: Vengeance

Dev/Publisher: Psygnosis / SCEE
PlatforM: PlayStation
Role: Lead Designer
Time on Project: 1 Year (Concept to ship)

Responsibilities:

  • Managed the design team of 5 people

  • Collaborated on the 'play the other side' storyline

  • Designed new weapons systems and 'tools' for the various spacecraft

  • Implemented approx 1/5th of the game's missions

 

Cauliflower and Kale Soup

Colony Wars

Dev/Publisher: Psygnosis / SCEE
PlatforM: PlayStation
Role: Lead Designer
Time on Project: 2 Years (Concept to ship)

Responsibilities:

  • Collaborated on the controls and camera

  • Created the CW universe fiction and foundation storyline

  • Designed weapons systems for the various spacecraft

  • Worked with several different programmers on enemy/ally behaviors

  • Gameplay tuning and balancing

  • Implemented approx 1/3rd of the game's missions

Cauliflower and Kale Soup

Krazy Ivan

Dev/Publisher: Psygnosis / SCEE
PlatforM: PlayStation
Role: Lead Designer
Time on Project: 1 Year (Early dev to ship)

Responsibilities:

  • Collaborated on the controls and camera
  • Designed the enemy behaviors with the game's Lead Programmer
  • Gameplay tuning and balancing

 

Cauliflower and Kale Soup