Mina Izumi
Game Design and Programming
Mina Izumi
Game Design and Programming
I'm Mina, a game designer and programmer currently based in the UK. I graduated from Lancaster University with Upper Second Class MSci Hons in Computer Science and have worked on many community modding and tooling projects for several years before starting at Tag Games as a Game Programmer.
Skills
Game System Design
Architecture Design
Combat Programming
Movement Programming
Unit AI
Item Design
Enemy/Boss Design
Accessibility
Profiling/Optimisation
Reverse Engineering
Anti-Cheat
Data Oriented Design
Languages
C#
C++
Web Languages
ASM
Java
Python
Powershell
Software
Unity
Git
Jetbrains
Docker
Miro
Jira
Confluence
Working as part of a large team (200+) on a massive live service game with millions of daily active players. The game is cross platform available on all major platforms including PC, Console, Mobile and Web. Part of the project evolution pod doing full-stack development making game quality improvements e.g. UI overhauls, LiveOps tools, Quality of Life features and Bug/Security fixes. A rapid release cycle of every 2 weeks, ensuring new content and features were available every patch for the players. Regular tech release ownership responsibility, ensuring releases go smoothly with minimal issues, along with reviewing incoming changes, minimising risk and maintaining clear communication with all other departments.
Contributions:
Later working as part of the gameplay cluster to create new levels, game modes and mechanics, working closely with art and design to build new gameplay experiences for a huge and varied global audience of players. Rebuilding the game architecture to be more extensible, maintainable and performant whilst keeping the same game feel across all platforms. Constantly improving the game performance to support the low spec devices as the levels endlessly improve in graphical fidelity and complexity. Mentoring coworkers through running workshops and 1:1 sessions to improve technical understanding of the game and surrounding development processes.
Contributions:
Live service mod for Diablo 2 maintaining the original feel of the game whilst improving to modern standards. In the release season we achieved a concurrent player base of 12-15k players and over 120k accounts and maintained 10k+ players to this day. I designed many of the classes, bosses and game system changes and additions as well as implementing the full range of features and fixes, collaborating with the rest of the team.
Contributions:
Working as part as a small team on an unannounced live service game in Unity. I started on the project from the initial stages building and designing fundamental mechanics and systems, iterating on playtests and liasing with stakeholders to improve the game experience and direction and to build as much of the game as possible for a short deadline
Contributions:
Open-Source community driven build planning tool for Path of Exile that allows players to easily plan their characters in detail and calculates offensive and defensive values staying accurate to the game's mechanics even as they frequently change with updates.
Contributions:
Top-down procedural dungeon crawler where the player has a large arsenal of possible weapons that spawn throughtout combat creating varied and adaptive gameplay. Built with a custom made Java based engine to handle physics, state, AI, procedural generation etc.
Contributions:
Contact me