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Catherine Fox

Senior Game Designer

Tools and Skills
  • Gameplay Design

  • Systems Design

  • Visual Scripting

  • Rapid Prototyping

  • Unreal Engine 5

  • Confluence

  • Jira

  • Miro

Experience

This project was envisioned in collaboration with board game publisher Asmodee, a video game inspired by Studio Bombyx's Takenoko.

Project Panda
Assistant Director, 2023-2024

Project Panda

I was entrusted to formulate the design direction for the project. I rapidly prototyped a multitude of features in Unreal Engine 5 to hone in on the vision, and worked with engineers to develop designer-facing tools to support the creation of game content.

Unannounced Project
Senior Game Designer

In addition to my work on Panda I had the opportunity to contribute to a unique action-adventure game with dynamic movement and combat with entire armies of individual enemy NPCs.
Utilizing Unreal Engine 5, I audited and revised content creation pipelines, designed and implemented gameplay features, created combat and non-combat encounters, new boss enemies, and abilities.

Zapper Games
six white sticky notes
six white sticky notes

Unannounced Project

The systems I implemented in engine include interactable objects, companion NPC behavior trees, freeform construction tools, player-defined irrigation networks, time and weather, etc.

Assassin's Creed: Nexus VR (2023)

"Play a pivotal role in history in this new story built only for VR..."
[ official site ]

Ubisoft, Red Storm Entertainment

Cinematics Designer
I had the opportunity to contribute to Nexus as a cinematics designer, where I implemented interactive narrative sequences for VR, overcoming technical challenges along the way. I was especially excited to work more directly with narrative than I had previously.
The cinematics team staged NPCs, stitched together recorded VO and mocap, set up triggers, interactable objects, and so on to create fully interactive sequences.
We utilized the Unity engine with custom built tools and visual scripting nodes.

Being a VR game posed unique challenges for cinematics, as we had little control over the point of view. NPCs would often walk around a scene and speak directly to the player character, so we had to carefully tune things like when to override the NPC's head mocap to look at the player, when to hold and trigger idle lines until the player performed an interaction to continue the scene, and so on.

Gallery

Thirty Tyrants - Meeting Critias
This scene involves several NPC and asks the player to retrieve and hand over an item. These item handovers are common in Nexus cinematics and setting them up was a common task on the cinematics team alongside the VO and character staging.

Tail the Capo Mission
I assisted in the implementation of the Capo's behavior for this tailing mission. During his patrol the NPC would stop at certain points in the world and perform a conversation with a civilian. I set up the Capo's patrol path, VO, and animations for these conversations.

firewood burning

Mythic Quest
At Red Storm I had the delightful opportunity to contribute to Ubisoft's Mythic Quest and Side Quest (fka Mere Mortals) series on Apple TV.
We used the Unity3D game engine and simple assets to create "gameplay" footage for use in the show. I was responsible for the "Brunch Crushers" playpen game.

Side Quest will premier March 26th, 2025 on Apple TV+

Mythic Quest S3 E6: The 12 Hours of Christmas
Mythic Quest S3 E6: The 12 Hours of Christmas

Mythic Quest S3 E6: The 12 Hours of Christmas, 23:00 "Brunch Crushers"

Tom Clancy's The Division: Heartland (Cancelled)

"A free-to-play, PvEvP focused, survival-action shooter set in the mysterious rural town of Silver Creek."
[Cinematic Intro, 2023]

Ubisoft, Red Storm Entertainment

Senior Game Designer, 2019-2023
On Heartland I designed mission content and gameplay features, and oversaw an overhaul of existing player 3Cs for a mass PvP context.

Tom Clancy's The Division 2 (2019)

"Join the Division, an elite group of civilian agents, and save a country on the brink of collapse as you explore an open, dynamic, and hostile world in Washington, D.C."
[ official site ]

Ubisoft, Red Storm Entertainment

Junior Game Designer 2018-2019
My first role at a AAA studio, I cut my teeth on features such as a leaderboard system, and season events.
I learned to write design documentation and about the design approval process, the playtesting approach for multiplayer PVP content, how to work within a large team and the general landscape of AAA game development.
It was an honor to help ship The Division 2 as my first project in the industry.

Chambara (2016)

"Samurai birds hide, seek, and strike in this stylish local multiplayer stealth-game where the two-color art style lets you disappear perfectly into your environment."
[ USC Games Publishing ]
[ PlayStation Store ]

team ok, USC Games Publishing

About the Project
My team and I first brought Chambara to life during Abertay University's 2014 Dare to be Digital competition, under the team name Overly Kinetic.
We brought it back to our home university and were given the opportunity to help define USC Game's publishing label by being their first release.

With the support of a larger team of students, our senior thesis project became a new, more polished iteration of Chambara, which released on the PlayStation store in 2016.
Chambara was created with the Unity 5 game engine.

*The Dare to Be Digital competition was rebooted as
Dare Academy in 2017.

Gallery
PlayStation Release (2016)
Original Pitch Images (2014)

As part of our application to the Dare competition, we demonstrated our vision by creating non-functional proof of concept footage in Unity with basic shapes and stock character models.

Founder, Designer, Art Lead
In addition to contributing to gameplay design, I oversaw the aesthetic direction for this unique-looking project.
I created 3D assets for the Dare version of the game, logos, key art, and promotional images. Later I guided a small team of artists to create concept art and high quality 3D assets for the premium release.

Honors for Chambara
  • BAFTA One's To Watch (2015)

  • Nominated for IGDA Best Student Game (2016)

  • MIX E3 Judge's Choice (2016)

About Me

My passion for games began early, glimpsing strategy games over my big brother's shoulder on the family PC. Later, I took up a controller myself and found RPGs, action games, and farming simulators. Since then I have come to admire games as a medium for getting lost.

I approach every project with a growth mindset; There is always room to learn more and improve my skill in all aspects of the craft. I tend to ask a lot of questions, and I'm fortunate to have worked with people who were happy to answer them.

On every project my priorities are to grow, support my team, and have fun. Play is an important part of the human experience; I believe we make better games when we're having fun doing it.