Senior Game System Designer

Adam Carter‑Groves

I design the systems that give games their depth and keep players coming back: progression, economy, metagame and AI.

9 years in game design and 6 years as a developer before that, so I'm as happy building a system in Unreal, Unity or Godot as I am writing the design doc for it.

Currently Senior System Designer at Steel City Interactive, working on metagame and economy systems for an unannounced project.

Adam Carter-Groves

Studios

  • Steel City Interactive
  • Rebellion
  • Coatsink
  • Team17
  • Auroch Digital

What I design

Systems, from the first model to the final tuning pass

Gameplay Systems

Structures for moment to moment gameplay, gameplay system models, and character progression systems. Created from scratch and refined through iteration.

Worms Rumble · Overcooked! 2 · Speedball · Honey, I Joined a Cult

Metagame and Economy

Long term progression models, campaign structures and metagame plans. Modelled, built and tuned.

Worms Rumble · Steel City Interactive

AI and Combat

Weapon and enemy stats, teammate and opponent behaviours. Designed and implemented using Blueprints, Behaviour Trees and Scripting.

Worms Rumble · Speedball · Achtung! Cthulhu Tactics

In Engine & On Paper

Prototyping, implementing and documenting designs, using my extensive design and development background.

Unreal · Unity · Godot · Blueprints · C# · Design documentation

Selected work

Featured projects

Speedball gameplay screenshot

Rebellion North · Senior Game Designer · Unreal Engine 5

Speedball

As a senior system and AI designer on Speedball, I owned the game's systems, metagame and AI, and implemented them myself in Unreal.

  • Designed the game systems and economy, and the metagame that ties matches together.
  • Designed and implemented the AI in Unreal Engine 5.
  • Prototyped features and created content for the game.
  • Wrote and maintained design documentation, and helped plan sprints.
  • Mentored the junior designers on the team.
  • System design
  • Economy
  • Metagame
  • AI
  • Mentorship
Achtung! Cthulhu Tactics key art

Auroch Digital · Sole Game Designer

Achtung! Cthulhu Tactics

I was the sole designer on this turn-based strategy game, from the first prototype through to release, responsible for all of its design work.

  • Concepted and prototyped the turn-based combat system.
  • Designed the progression system and the characters' abilities.
  • Designed the campaign structure and mapped out the story beats.
  • Designed the game's levels.
  • Lead design
  • Combat design
  • Progression design
  • Campaign structure
  • Level design
Worms Rumble gameplay screenshot

Team17 · Game Designer · Unreal Engine

Worms Rumble

I joined Worms Rumble early in development and owned its progression system, taking it from first design through modelling and iteration.

  • Designed, modelled and iterated on the player progression system.
  • Set up reward and config data in Unreal to drive progression and rewards.
  • Concepted weapons for the arsenal.
  • Designed one of the game's maps and built the Lab Modes.
  • Progression design
  • Weapon design
  • Level design
  • Data implementation
Overcooked 2 Carnival of Chaos screenshot

Team17 · Game Designer · Unity

Overcooked! 2: Night of the Hangry Horde & Carnival of Chaos

I worked on two DLC expansions for Overcooked! 2, balancing game modes on one and designing new mechanics and most of the levels on the other.

  • Night of the Hangry Horde: joined late in development to balance and iterate on levels and the new mode.
  • Carnival of Chaos: pitched new mechanics and themes for the expansion.
  • Carnival of Chaos: designed most of the expansion's levels.
  • Mechanic design
  • Level design
  • Balancing
  • Concepting

More projects

Auroch Digital

Mars Horizon

Designed the mission system, making missions play differently depending on their payload, and worked on the endgame and several other systems.

  • System design

Team17 (publishing)

Honey, I Joined a Cult

Started as a design consultant and became the main designer, working on the economy, progression and overall structure with the developers.

  • Economy
  • Progression
  • Game structure

Team17 (publishing)

Going Under

Design consultant for the publisher: reported on the game's progress, gave advice on mechanics, and acted as the design department's eyes on the project.

  • Design consultancy

Coatsink

Astronimo

Designed levels and puzzles with in-house terrain and interaction tools, and restructured sections into chains of missions that feed into each other.

  • Level design
  • Puzzle design
  • Game structure

Death by Misadventure

Personal projects

In my spare time I make small games under the name Death by Misadventure, experimenting with board game mechanics in single-player games, storytelling through systems, and playful design. More about Death by Misadventure →

Death and Tax Evasion A turn-based card game.
Goblincore A turn-based prototype.
Tiny Tanks A game about tiny tanks.

Get in touch

Looking for a system designer?

I'd love to hear about what you're building.