Dan Moditch

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

Country

Vietnam

City

Hoi An

Industry

Entertainment

Skill

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

emptyvessel

Design Director

emptyvessel

LinkedIn
2023-6 - Present · 3 yrs 4 mos

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.

Striking Distance Studios

Senior Combat Designer

Striking Distance Studios

LinkedIn
2022-2 - 2023-6 · 1 yr 5 mos

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.

id Software

Senior Producer

id Software

LinkedIn
2014-11 - 2022-2 · 7 yrs 4 mos

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.

DICE

Senior Multiplayer Designer

DICE

LinkedIn
2010-4 - 2014-4 · 4 yrs 1 mo

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.

Activision

MP Designer - Production-Art Lead-Design

Activision

LinkedIn
2002-1 - 2010-1 · 8 yrs 1 mo

● 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.

US Army

Cavalry Scout

US Army

LinkedIn
1991 - 1998 · 7 yrs

● 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

Email

******@***.com

Phone

(**) *** ****

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