Kedhrin Gonzalez
Veteran Game Developer
ABOUT ME
So, I'm a game dev with a real passion for the whole shebang. I've pretty much dipped my toes in everything – from the office stuff to hanging with the community, doing PR, all the testing, animation, art, design, even the business and marketing sides. Hell, I've even built the kiosks for trade shows with my own two hands, professionally and all. The one thing I haven't really gotten into is the engineering side of things... but who knows, maybe that's the next adventure, just diving headfirst into all of game development. Yeah... maybe.
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I'm a metalhead with a giant Quake tattoo on my arm and love what I do + sharing that knowledge along the way with my peers.
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We should like... work together or something...

WORK HISTORY
October 2021 - September 2024
Studio Head - Arctic7
June 2016 - September 2021
Production Director - Sperasoft
November 2007 - March 2016
Creative Director / Co-Founder - IllFonic
March 2005 - October 2007
Lead Designer - NetDevil
SKILLS & EXPERTISE
Expert in Level Design, Game Design, Game Direction, Creative Direction
Unreal Engine (3/4/5)
CryEngine 3
Adept in Technical Design, Technical Art
RESUME
If you are interested in collaborating or exploring opportunities in the game industry, or just want to bro-out feel free to reach out!
My career focus is on all areas of game development, but I really enjoy Game Direction, Game Design, & Level Design the most.
EXPERIENCE
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October 2021 – September 2024
Studio Head - Arctic7
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As Studio Head, built and led the European studio, managing its relocation and fostering a high-performing team environment.
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Spearheaded in-depth game and level design as Game Director for Bellum Inferni, driving documentation, pipeline creation, and implementation from concept to final quality.
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Directly managed a team of game designers, ensuring a cohesive creative vision and contributing hands-on to development efforts on Bellum Inferni.
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Collaborated closely with department directors and team members to ensure efficient development and clear project vision for the studio's initiatives.
June 2016 – September 2021
Production Director – Sperasoft
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As Production Director, provided strategic oversight for the production department and contributed to the planning and issue resolution for numerous AAA projects, including Halo Infinite and Assassin's Creed titles.
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Served as product owner for Saints Row The Third: Remastered, successfully navigating complex development and logistical challenges to a well-received launch.
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Lead Level Designer for the Rainbow Six Siege event "Outbreak," directing a team and collaborating with Ubisoft Montreal on design and implementation.
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Applied strong level design expertise as Senior Level Designer on multiple post-launch levels for Rainbow Six Siege, focusing on competitive FPS principles.
November 2007 – March 2016
Creative Director / Co-Founder – IllFonic
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As Co-Founder and Creative Director, provided visionary leadership across a diverse portfolio including Friday The 13th: The Game, Star Citizen, and a Disney Imagineering Prototype.
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Directly influenced game and level design on multiple titles such as Moving Hazard, Star Citizen, Revival, Ghetto Golf, Nexuiz, and Sonic Boom: Rise of Lyric, contributing to core mechanics and creative direction.
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Led initial design and prototyping efforts for Friday The 13th: The Game, establishing foundational asymmetrical gameplay elements.
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Contributed creatively to co-development projects like Crysis 3, and provided direction for titles like Project Advena and Armored Warfare.
March 2005 – October 2007
Lead Designer – NetDevil
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As Lead Designer for Warmonger: Operation Downtown Destruction, owned most game design from concept to completion, including leading most level design and art-related tasks.
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Contributed significantly as a Level Designer to the MMORPG Auto Assault, creating large-scale environments and implementing complex scripted sequences.
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Gained foundational experience as a VFX Artist on the unreleased MMORPG Jumpgate Evolution, developing visual effects systems.
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Collaborated with cross-functional teams, external partners, and hardware sponsors on projects including Warmonger: Operation Downtown Destruction and Auto Assault.