Dan Moditch
Design Director @ emptyvessel
About
With over 20 years of experience in game development, I am an industry veteran committed to creating great games, with great people, hitting deadlines, and protecting the team from crunch. I specialize in game design, team building, process optimization, and early problem identification, ensuring that milestones are delivered on time and within budget. As a lifelong gamer, accomplished developer, and effective leader, I bring a unique combination of expertise and passion to every project. DOOM Eternal ● DOOM 2016 ● DOOM VFR ● MEDAL OF HONOR ● CALL OF DUTY Black Ops ● CALL OF DUTY 3 ● CALL OF DUTY 2 ● CALL OF DUTY UO ● CALL OF DUTY ● Callisto Protocol ● James Bond QOS
Vietnam
Hoi An
Entertainment
Resource Management, Production Management, Production Experience, Product Quality, Processes Development, Multi-platform, Development Strategy, Development Planning, Game Design Documents, Map Design, Artificial Intelligence (AI), Recruiting, Contract Negotiation, Contract Management, Agile & Waterfall Methodologies, Project Management, Project Planning, Employee Training, Conflict Management, Mentoring
Experience

Design Director
Thailand
● Set and safeguard the game’s design vision, ensuring all systems and features reinforce a clear player fantasy and cohesive identity. ● Lead the conception and execution of major gameplay systems, producing many directly and staying hands-on from concept through implementation and polish. ● Co-design gameplay system architecture with engineering, ensuring systems are scalable, flexible, aligned with shared frameworks (including GAS), and built to interact cleanly without creating long-term technical constraints. ● Own gameplay system delivery once high-level dates are set, breaking goals into clear requirements, tasks, dependencies, and handoffs so teams hit milestones with confidence.

Senior Combat Designer
McKinney, Texas, United States
● Updated and balanced weapon mechanics with AI combat interactions, refining the second-to-second combat loop to address legacy issues and ensure shippable standards. ● Conducted competitive analysis, benchmarking game features against leading titles in the genre. ● Designed alternative AI bosses to tackle legacy combat issues, introducing variety to the combat experience.

Senior Producer
Richardson Texas
● Played a pivotal role in rebooting one of the most iconic franchises and revitalizing a leading studio in the games industry. ● Reduced or compleatly eliminate overtime across directly managed teams, significantly improving work-life balance. ● Developed and implemented production processes that became standard practice at id Software, streamlining workflows and enhancing efficiency. These processes contributed to elevated game polish, improved team morale, and a better studio culture. ● Managed production for 50+ developers across multiple disciplines, including environment art, props, weapons, lighting, VFX, audio, and cinematics. ● Oversaw production of all in-game cinematics. ● Managed external contracts and coordinated support from sister studios to meet project goals and timelines. ● Provided one-on-one and group mentorship to producers, guiding them through the full cycle of project development from concept to execution.

Senior Multiplayer Designer
Greater Los Angeles Area
● Designed weapons, class systems, and multiplayer features for Medal of Honor: Warfighter, shaping key gameplay experiences. ● Oversaw the implementation and testing of core game elements, ensuring smooth integration and functionality across systems. ● Refined gameplay through iterative weekly playtests and feedback loops, driving continuous improvement and player satisfaction. ● Provided personalized mentorship to game designers at various career stages, focusing on enhancing their creative and technical design abilities.

MP Designer - Production-Art Lead-Design
● Spearheaded the production and planning of weapons and vehicles for Treyarch's Call of Duty franchise, driving key aspects of both design and implementation. ● Led cross-functional art teams to develop high-quality, visually striking weapons and vehicles, ensuring alignment with gameplay mechanics and franchise aesthetics. ● Assisted artists in refining their creative process, from initial sketches and concept development to the final in-game assets, ensuring high-quality art that aligns with the game's visual identity. ● Designed weapons, perks, and contributed to gameplay balance and refinement, significantly enhancing the Call of Duty multiplayer experience. ● Helped multiple artists achieve promotions, with several of them transitioning into lead artist roles, significantly contributing to the creative direction of future projects.

Cavalry Scout
● Oversaw a scout vehicle crew, ensuring efficient operation and mission success. ● Provide comprehensive training to scout vehicle crew members, focusing on vehicle operations, tactical proficiency, and weapons systems. ● Assist in the leadership of a scout squad, supporting overall mission planning and execution.
Dan Moditch's Contact Information
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