# Travis Lewis > Principal Game Designer at Stoke Games Location: San Francisco, California, United States Profile: https://flows.cv/travislewis As a designer I am most proud of my mechanics design, creating systems of play and counterplay in individual game mechanics and content sets. Aside from that I have a wide breadth of experience in other design areas, including progression design, economy tuning, and social design. I also pride myself on my ability to prototype and implement designs quickly due to my engineering background, pushing tools and creating new ones to produce high-quality, surprising, and delightful game mechanics and systems. I have a high bar for good production practice, helping teams I am a part of be more efficient and communicative. ## Work Experience ### Principal Game Designer @ Stoke Games Jan 2026 – Present ### Senior Game Designer @ Stoke Games Jan 2023 – Present | San Francisco, California, United States ### Systems Designer @ Sledgehammer Games Jan 2022 – Jan 2023 | Foster City, California, United States Worked on the multiplayer combat team on Call of Duty MW3. Owned the design, implementation, playtesting, and tuning of various equipment, perks, and killstreak rewards, from initial early concept through prototyping, and implementation of final art. Additionally contributed to design and playtesting of core combat systems, player progression, and new game modes. Worked in a script-heavy proprietary engine. ### Systems Designer @ Bungie Jan 2021 – Jan 2022 | Seattle, Washington, United States Shipped Destiny 2: The Witch Queen Destiny 2: Season of the Risen as part of the Vanguard (seasonal content) team. Owned, designed, tuned, and implemented the currency economy for playing seasonal activities and earning seasonal rewards. Developed expected model for expected player behavior, and ran playtests to verify its accuracy. Additionally, designed and implemented seasonal activity achievements. Shipped Destiny 2: Season of the Haunted and Destiny 2: Season of Plunder with the sandbox team, primarily focused on Solar and Arc subclass reworks. Intent of these reworks was to bring the old subclasses up to par with the new subclass system introduced in the Beyond Light expansion, attempting to add buildcrafting options to increase depth in each subclass while maintaining core fantasies and already existing playstyles. Contributed to initial brainstorming and design, implementation, playtesting, and tuning of these subclasses. Additionally, focused on modifications of the early player experience of learning and obtaining these subclasses due to the increased complexity. Designed and ran community events to unlock additional build fragments shortly after the release of each season, as a re-engagement point for lapsed players and content creators. ### Senior Game Designer @ Pocket Gems Jan 2020 – Jan 2020 Led teams building prototypes in Unity of promising new game pitches. Teams ranged from myself as a solo dev to multidisciplinary team of ~6 people. One of these projects was a pitch around combining tower defense battles with a merging metagame, which gained a lot of internal traction and thus was staffed up to a larger team to be released to users in test markets, to promising initial retention results. The core of this project went on to later form the basis of a newly shipped title by Pocket Gems, Adventure Chef: Merge Explorer. Before working on new titles, I worked on Wild Beyond, a blend of RTS and card games on mobile. Initial responsibilities were iteration and prototyping on both combat and metagame systems to try and find the best market + user fit for the project, as another large game came out a few months before our intended launch. Later responsibilities were to lead combat design on new unit cards, prototyping and implementing new mechanics, managing new card ideas through our 3d character art pipeline, doing final design and implementation, + defining how new cards and balance changes fit into our live service model. With a team of 10-15, built 6 commanders, >90 unit cards. Also designed some features for elder player engagement, such as weekend events and a boss rush game mode Worked in in-house engine w/ primarily Lua and ObjC tools. ### Game Designer @ Pocket Gems Jan 2017 – Jan 2020 | San Francisco Bay Area ### Associate Product Manager @ Pocket Gems Jan 2015 – Jan 2017 | San Francisco Bay Area ### Game Developer/Designer @ Get Wrecked B.V. Jan 2015 – Jan 2015 Developer/Designer for Get Wrecked, a mobile arena brawler game combining MOBA-style combat with RPG elements. Worked with a remote team of 3 developers and 3 artists, distributed throughout the US and Europe. I focused mainly on gameplay systems design and implementation; was the de-facto lead for combat design. I also created basic ability FX, working with Unity’s particle systems. Worked in C#, using uGUI for UI and uLink for networking. ### Product Manager @ Xamarin Jan 2014 – Jan 2015 | Boston, MA Worked as a Product Manager on Xamarin Studio/Xamarin development tools, based on C#. Studied competitors and users in order to make recommendations and design solutions for improvements to our products. Studied Xamarin Studio to redesign startup/first-run experience as well as design an initial plan for localization tools to be integrated with XS. ### Game Developer @ Carthage Games LLC Jan 2014 – Jan 2014 My final semester at Olin, I started a video game studio with three other Olin students, and an outside artist. Helped lead an in-depth initial design process including prototyping and extensive user testing to settle on our first title, Tethered Space Pirates, a physics-based cooperative action game. I focused on implementing gameplay systems and art integration, as well as interfacing with Spine2D runtimes for procedural animations. Worked primarily in C#. ### Product Development Intern @ Intuit Jan 2012 – Jan 2012 I worked in the Strategic Payments Initiative (SPI) group on Intuit Payment Network. I developed a tell-a-friend initiative to increase usership, and developed a way for applicants to upload necessary documents to their merchant application, rather than emailing them directly to the underwriters (which was a surprisingly lengthy process). ### Software Intern @ NASA Jan 2010 – Jan 2010 On my first internship (Summer 2010), I worked in the ER-4 division, on the Space Exploration Vehicle (SEV), the new lunar truck prototype. I developed a web app to view rover status information--things like battery levels, position, etc. It was formatted to be used on a phone. As well, I helped test and develop a lidar sensor pod for autonomous driving. On my second internship (Summer 2011), I worked on Robonaut 2, developing an application to transmit high-res images from the robot's head cameras reliably over a low-bandwith and high-latency network. ## Education ### Franklin W. Olin College of Engineering Jan 2010 – Jan 2014 ## Contact & Social - LinkedIn: https://linkedin.com/in/travis-lewis-9764ab62 --- Source: https://flows.cv/travislewis JSON Resume: https://flows.cv/travislewis/resume.json Last updated: 2026-03-25