Ryan Fontenot

Game Design Portfolio

(Scripting - Mission - Encounter Design)

Mission Design

Expert with objective design, pacing, and player motivation, focused on creating clear, engaging missions that drive player progression and choice.

Encounter Design

Skilled at crafting dynamic encounters that challenge players through enemy composition, positioning, and evolving combat scenarios.

Gameplay Systems

Experience designing and integrating gameplay systems that support mission flow, including AI behaviors, triggers, and player-driven interactions.

Player Experience

Focused on shaping moment-to-moment gameplay through tension, reward, and escalation, ensuring encounters feel impactful and memorable.

Professional Experience:

Blizzard Entertainment - Xbox

Overwatch 2

I owned the creation of a PvP multiplayer experience. I managed scripting of maps functionality & proper timing of player experience timing ques.


Role: Level Designer

PS4/5 | Xbox Series X | Nintendo Switch | PC

Featured works

BO3 Zombies - The Grease Pit

A custom Call of Duty: Black Ops 3 Zombies map designed as a tight, high-pressure survival experience inspired by the claustrophobic layouts of early Zombies maps.

Steam Release - BO3 Mod tools

Personal Project - Unreal Engine 5

Count The Draw

A 2.5D time-loop western that uses player knowledge to win a duel and break the loop

Soon to Steam - UE5 & Godot

Repo Rucku

My first big game project. A 3D “I-spy” where you have to repossess items in three unique locations

Howdy, I'm Ryan!

I’m a game designer focused on mission and encounter design, with an emphasis on player experience, pacing, and gameplay systems. I recently completed an internship at Blizzard Entertainment, where I contributed to Overwatch 2 PvP development, working with scripting and perfecting timing of player experiences to shape great moment-to-moment gameplay.

Alongside my professional experience, I’ve developed multiple personal projects independently, designing and implementing all gameplay systems, scripting, and core mechanics. This hands-on approach has strengthened my ability to take ideas from concept to fully playable experiences, with a focus on iteration, clarity, and player-driven design.