Senior Game Designer · Tennessee

Eric Petrie

Questions reveal understanding. Action creates mastery.

I design gameplay systems that function clearly and feel good to play, specializing in progression, combat, balance, and live-service development.

Design philosophy

Understand deeply.Build intentionally.

Two complementary disciplines guide how I explore problems, create systems, and collaborate with a team.

Understanding

  • Question intentionally
  • Understand the system
  • Explore every path
  • Learn continuously

Mastery

  • Act with purpose
  • Practice deliberately
  • Create meaningfully
  • Build mastery together

Selected work

Commercial game projects

Five shipped titles across PC and console, from quality assurance through senior design leadership.

Starforged Legacy store artwork

Starforged Legacy

Senior Game Designer / Co-Founder

Second Shift Games

Early Access · Windows PC

Unreal Engine 5

I helped establish the project from its earliest prototypes and define its long-term gameplay direction. I own the design and balance of core systems including combat, progression, classes, abilities, and meta progression. I also designed the Star Map, giving players meaningful strategic choices between roguelike encounters.

  • Gameplay direction
  • Combat
  • Progression
  • Classes and abilities
  • Gameplay Ability System (GAS)
  • Meta progression
  • Star Map
View on Steam
Dungeon Defenders: Awakened store artwork

Dungeon Defenders: Awakened

Game Designer II

Chromatic Games

PC · PlayStation · Xbox · Nintendo Switch

Unreal Engine 4

I focused on gear design and balance, helping shape the equipment and loot that drive character growth and build variety. After release, I supported the game as a live service by designing and balancing updates across progression, equipment, pets, classes, bosses, enemies, and difficulty.

  • Gear design
  • Equipment and loot
  • Post-launch updates
  • Live service
  • Gameplay Ability System (GAS)
  • Progression
  • Balance
View on Steam
Dungeon Defenders: Going Rogue store artwork

Dungeon Defenders: Going Rogue

Game Designer II

Chromatic Games

PC

Unreal Engine 4

I focused on character and boss design for this action-roguelite entry in the Dungeon Defenders series. My work included shaping heroes, combat mechanics, abilities, enemies, and boss encounters, then iterating through hands-on playtesting and cross-discipline feedback.

  • Character design
  • Boss design
  • Abilities
  • Gameplay Ability System (GAS)
  • Combat
  • Encounters
  • Roguelite progression
View on Steam
Dungeon Defenders II store artwork

Dungeon Defenders II

Quality Assurance, Game Designer, Game Designer II

Trendy Entertainment and Chromatic Games

Live service · Windows PC · PlayStation 4 · Xbox One

Unreal Engine 3

I began on Dungeon Defenders II in Quality Assurance before moving into design roles across multiple studio transitions. I supported heroes, enemies, bosses, quests, equipment, unlocks, and progression, co-designed a major progression overhaul featuring a prestige-based replay loop and Endless Mode, and designed and balanced the Barbarian Hero.

  • Quality assurance
  • Progression overhaul
  • Endless Mode
  • Barbarian Hero
  • Combat
  • Live-service design
View on Steam
Dungeon Defenders store artwork

Dungeon Defenders

Quality Assurance

Trendy Entertainment

Windows PC · PlayStation 3 · Xbox 360 · Mobile

Unreal Engine 3

Before joining the studio, I was a long-time Dungeon Defenders player with extensive knowledge of the game and its community. In Quality Assurance, I supported releases through gameplay testing, balance validation, regression testing, and detailed issue reporting.

  • Long-time player perspective
  • Gameplay testing
  • Balance validation
  • Regression testing
  • Design feedback
View on Steam

Core expertise

Systems, combat, and balance

Gameplay and systems design · Player progression · Character and combat design · Live-service development · Gameplay balance · Gameplay Ability System (GAS) · Unreal Engine 3 · Unreal Engine 4 · Unreal Engine 5 · Feature ownership · Design documentation · Cross-discipline collaboration · Mentorship