Senior Game Designer · Tennessee

Eric Petrie

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

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