MARIN CLARK

Technical Game Designer

Hey there! My name is Marin Clark. I am a Technical Designer with 4 years of experience in both engineering and design, and I’m passionate about bridging the gap between these two areas of development. In the past, I have specialized in designing and building interactables and other in-level game objects, including puzzle systems, and have successfully delivered various item pickups, traversal challenges, and interactable NPCs… among other features.

Even outside of work, I am committed to games as both an industry and an art form. I enjoy playing games in my free time, as well as occasionally creating small prototypes to explore various concepts. I’m deeply dedicated to building games that I love, and I aim to create engaging, memorable, and unique experiences that resonate with the player.

UNANNOUNCED PROJECT - Technical Designer
Zenimax Online Studios

I worked at Zenimax Online Studios for a year and a half on an Unannounced MMORPG Project, before the project was indefinitely shelved.

While working on the Unannounced MMORPG Project, I was a Tech Designer working in the Combat and Level Design spaces. During my first few months on the project, I helped design and prototype Combat features, including weapons and player abilities. After my time on Combat, I owned and developed the Technical Design for the Level Design content in the project’s vertical slice and further into development. Furthermore, I designed, implemented, and prototyped modular gameplay objects for use in Level Design and Mission content using the project’s proprietary engine.

As a Tech Designer, I also supported various teams across the project. I built debug objects in-engine by request, assisted with troubleshooting and solved technical issues.

NBA2K24 - Software Engineer
Visual Concepts/2K Games

I returned to Visual Concepts/2K the year after my initial internship and worked there for 4 months, before I was impacted by studio layoffs.

My primary focus was to improve NBA2K24’s proprietary UI system. I worked with stakeholder feedback from the wider Design team and implemented new features for the system and its corresponding tools, along with iterating on existing features and resolving bugs. Aside from the focus on UI, I also collaborated with a team of software engineers to improve the general workflow, as well as build and iterate on additional proprietary tech used by the studio.

During my time on 2K24, I was also heavily involved with investigating, identifying, and debugging issues with erroneous rendering that users were experiencing in game tools.

NBA2K23 - Software Engineering Intern
Visual Concepts/2K Games

I worked a Summer Internship at Visual Concepts/2K while completing my degree at the University of Texas at Austin.

As a Software Engineering Intern, I worked closely with the Tools and Design teams to build and iterate upon the proprietary tools used by designers on NBA2K23. My primary focus was working on the game’s cinematic tool, in which I created designer-friendly, intuitive camera functionality for NPC interactions in 2K23’s MyCareer mode.

I also dedicated a portion of my time to designing a script that identifies and collects unused variables. With this tool, engineers were able to safely and easily clean up legacy code.