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Ben Nizan
Lead Game Designer
I’m a hands-on, versatile and articulate designer with 12 years’ experience making games. I have managed teams from 3 to 12 including on Fall Guys at Mediatonic / Epic.
A strong communicator - I write clear, detailed documentation. I am comfortable and confident pitching to both internal and external stakeholders as well as leading teams.
I love to create and I have over 10 years experience with Unity. I can block out 3D levels with Pro Builder, code prototypes and basic features with C#. I can use Illustrator to create graphics, wireframes and 2D layouts.
I am working on an unannounced title at Skeletons, a studio I co-founded. We have support from the UK Games Fund and Microsoft, but I'm on the look out for part-time and contract work to help fund development.
Want to work together? You can email me at: ben@nizan.co.uk
Below is a sample of the games I've worked on.
Fall Guys (2019-2022)
Lead Level Designer / Game Designer
Fall Guys is Mediatonic's BAFTA-nominated, 60-player 'party royale' inspired by shows such as Total Wipeout. I wrote specs and wireframes for most of the metagame features, such as the original reward system and shop. I designed 3 levels from concept to release and went on to lead the level designers, who grew from a team of 5 to 12 under my management.
Watch this video runthrough of Skyline Stumble, the most popular round I made.
Here's an article about Hoopsie Legends, a level I designed before I took over as lead designer.
Mr Bean: Risky Ropes (2018)
Game & Level Designer
At Good Catch Games I worked on a number of pitches and released games based on EndemolShine IP, including Mr Bean.
I was the sole game and level designer on Risky Ropes, a one-tap mobile game about abseiling down cliffs, under the sea and on the moon!
Simon Cat's Dash (2016 -2018)
Level Designer
While at Good Catch I helped design Simon's Cat Dash: an infinite runner for mobile featuring one of the internet's favourite cartoon cats.
I was responsible for the original client pitch and, once in development I primarily acted as a level designer - creating about half of the game's 2D platforming stages.
W H I T E S P A C E (2018)
Game Designer & Writer
A weird, wordy seven minutes; or less if you're decisive and a fast reader. A short piece of interactive fiction with no dead ends, because you're already dead. Made for Twine Jam 2018.
Here Be Monsters (2011 - 2014)
Game Designer & Writer
At Gamesys, I was tasked with the design and writing of quest content for a story-based Facebook game: "Here Be Monsters". Initially solo, I went on to lead of a team of 4 designer/writers. We we were responsible for coordinating and developing new game-play as well as the game's story and narrative.
It is sadly no longer available to play.