MARIN CLARK

Game Designer / Technical Designer

Hey there! My name is Marin Clark. I am a Designer with 3-4 years of experience in technical design, level and game design, software engineering, and tools engineering. My primary focus is Technical Design.

I’ve previously been employed at Zenimax Online Studios where I worked on an unannounced MMORPG project, as well as Visual Concepts/2K Games.

As a game designer, I aim to create engaging, memorable, and unique experiences that resonate with the player. With my engineering background, I also have a passion for cleanly integrating game mechanics and am happy to work with code when needed.

UNANNOUNCED PROJECT - Technical Designer
Zenimax Online Studios

I worked at Zenimax Online Studios for a year and a half on an Unannounced MMORPG Project, before the project was indefinitely shelved.

While working on the Unannounced MMORPG Project, I was a Tech Designer working in the Combat and Level Design spaces. During my first few months on the project, I helped design and prototype Combat features, including weapons and player abilities. After my time on Combat, I owned and developed the Technical Design for the Level Design content in the project’s vertical slice and further into development. Furthermore, I designed, implemented, and prototyped modular gameplay objects for use in Level Design and Mission content using the project’s proprietary engine.

As a Tech Designer, I also supported various teams across the project. I built debug objects in-engine by request, assisted with troubleshooting and solved technical issues.

NBA2K24 - Software Engineer
Visual Concepts/2K Games

I returned to Visual Concepts/2K the year after my initial internship and worked there for 4 months, before I was impacted by studio layoffs.

My primary focus was to improve NBA2K24’s proprietary UI system. I worked with stakeholder feedback from the wider Design team and implemented new features for the system and its corresponding tools, along with iterating on existing features and resolving bugs. Aside from the focus on UI, I also collaborated with a team of software engineers to improve the general workflow, as well as build and iterate on additional proprietary tech used by the studio.

During my time on 2K24, I was also heavily involved with investigating, identifying, and debugging issues with erroneous rendering that users were experiencing in game tools.

NBA2K23 - Software Engineering Intern
Visual Concepts/2K Games

I worked a Summer Internship at Visual Concepts/2K while completing my degree at the University of Texas at Austin.

As a Software Engineering Intern, I worked closely with the Tools and Design teams to build and iterate upon the proprietary tools used by designers on NBA2K23. My primary focus was working on the game’s cinematic tool, in which I created designer-friendly, intuitive camera functionality for NPC interactions in 2K23’s MyCareer mode.

I also dedicated a portion of my time to designing a script that identifies and collects unused variables. With this tool, engineers were able to safely and easily clean up legacy code.