
Drew Griffin
Producer / technical game designer


/games
Professional Video Game Projects
Role: Game Designer
Studio: High Voltage Software
Publisher: Oculus
Platforms: PC/Oculus Rift/GearVR
Notable tasks:
-Designed gameplay mechanics, worked with design and test teams to balance gameplay
-Wrote story and unit dialogue, and worked closely with voice talent and audio dept to create VO library
-Worked closely with art and development teams to implement VFX
-Scripted game events using UE4 blueprint system
-Maintained various design documents and spreadsheets
High Concept:
Use cards to summon units, fortifications and spells in virtual reality with players from around the world in competitive strategic multiplayer action! Head tracking allows players to move their floating deity mask atop their stronghold, which allows players to see where their opponent is planning their next move, or simply goof around while it's the opponent's turn. Dragon Front immerses players in a world of diesel-punk high-fantasy where each spell cast, minion summoned, and fortification built is rendered in a fully-immersive war-torn fantasy battleground that has yet to be experienced in a collectible card game.




Dragon Front
Toejam & Earl: Back in the Groove
Role: Junior Engineer
Studio: Humanature
Publisher: Adult Swim Games
Platforms: PC/XB1/PS4/Switch
Notable tasks:
-Worked closely with artists to implement characters, items, UI elements, animations and other art assets
-UI and inventory system scripting
-General game event scripting
High Concept:
Toejam and Earl are BACK! These two funky aliens have accidentally opened a black hole right above earth while cruising in their Rap-Master Rocket Ship. This scrambled the ship, earth and all of its interesting inhabitants and scattered them though space. It is up to you to find the missing ship pieces and fix this whole mess. Use presents to gain abilities and items that will help you complete your funky quest.




Other Projects
TWO HOLES ONE EXIT
Role: Designer/Programmer
Platforms: PC
Notable tasks
-Game design using Unity
-Gameplay scripting using C#
-Sprite and VFX animation
-Barebones UI
-Audio design using BFXR and Audacity
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High Concept:
This was my entry to the February 2026 Global Game Jam. The project was designed and programmed by myself. Total time spent developing was under 15 hours, as I had to work Friday–Sunday while the jam was taking place.
Despite being a solo developer, I was able to pull off an interesting and different approach to the jam's theme, “Masks.” While many teams both locally in Madison and around the world were designing games where masks give players super powers. This inspired me to do the opposite. In TWO HOLES ONE EXIT (lowercase titles are for cowards), you control a ski-mask-wearing bank robber speeding to a safe house after a heist.
The mask isn’t a power-up—it’s a problem. Its physics-based mouse-look sway makes it hard to see your surroundings as you dodge traffic on a motorcycle that cannot slow down, turning the challenge into a chaotic test of instinct, risk-taking, and trusting yourself when vision fails. It’s fast, disorienting, and hopefully a little bit funny
Wak-Guy
Role: Designer/Programmer
Platforms: PC
Notable tasks
-Game design
-Player, enemy and game manager scripting
-Sprite design and animation
-Audio design using BFXR
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High Concept:
A non-copyright infringement ode to a classic arcade game. This was a personal exercise to reinvent the old into something new and interesting. I created this game by myself over a weekend. At the start of a round there is a calm period before the level geometry springs to life and begins mutating, which can really mix things up.
Astray: A Forsaken Tale
Role: Technical Designer
Platforms: PC/Andriod
Notable tasks:
-General gameplay programming
-Level design
-Scene lighting
-Optimized game for Android
-Implemented VR mode
-Managed game design documents
-Wwise® Audio scripting
High Concept:
Astray: A Forsaken Tale is a first-person stealth horror game in a dark fantasy setting. The princess Bridgitte de L’ancienne’s home has fallen prey to an evil she can scarcely fathom. Her once loyal servants now roam the halls as creatures unheard of, hell-bent upon her immediate capture. Powerless to fight back. Creep through the shadows and slip into crevices as you traverse the infested castle to find Bridgitte’s parents. Uncover the mystery behind the malevolent force that has engulfed Bridgitte's life within this living nightmare. Succumb to fear and be led astray; conquer the darkness and find the light.
Magebane
Role: Technical Designer
Platforms: PC/Mac
Notable tasks:
-Level design
-Character motor, attack and magic system scripting
-Enemy AI and encounter scripting
-UI system scripting
-Audio scripting
-SCRUM Master
High Concept:
This 3D voxel-style RPG contains vast cave systems for players to explore and seek out a mysterious source of evil that is causing monsters like Slimes, Blood Bats and Eye-Stalkers to slip though demonic rifts and manifest in the material plane. Players wield powerful weapons and spells that allow them to burn through vines, smash giant boulders or cracked walls, teleport and many more. Each cave has various puzzles that require proper use of new and old spells in order to progress. I created this game with my college roommate, Brad Parkkonen, during our Senior year winter break.
