Game Developer
& Bible Nerd

Marvin Gregor Mrzyglod has developed blockbuster video games, had design leadership over Sony PlayStation's oldest exclusive franchise, and pioneered practical use of Self-Determination Theory. However, he quit gaming to follow Jesus and now develops new ways of experiencing the Bible.

He has worked with a range of different languages and tools: LUA, JavaScript, HTML, CSS, git, Unreal Engine, Anvil/Scimitar, GameMaker, and GML Script.

Bible Projects

Holy Hint

Holy Hint

Click to open website

CodeScript Bible

Bible as Source

Click to open website

Game Development Experience

Design Consultant

Sony Interactive Entertainment

https://www.sonyinteractive.com

May 2022 - October 2022

  • Sony requested my expertise in Self-Determination Theory and data-driven design.
  • Conceived game mechanics and free-to-play monetization systems.

Untitled Multiplayer Game

Release Date: Cancelled

Platforms: PlayStation 5

Metacritic Score: N/A

Design Consultant

Rockstar Games
& Remedy Entertainment

https://www.remedygames.com

2023

  • Joined the project during pre-production and prototyping phase.
  • Contributed to the game direction by using the RGD (rational game design) method to break the combat mechanics down into their atomic parts and analyzing the cognitive effect of each one.

Max Payne 1+2 Remake

Release Date: TBD

Platforms: TBD

Metacritic Score: N/A

Lead Designer

Lucid Games

https://www.lucidgames.co.uk

November 2020 - February 2023

  • Led game design, level design, and narrative teams (11 designers).
  • Conceived core gameplay vision.
  • Designed unique vehicle handling and traversal mechanics.
  • Developed 3rd-person over-the-shoulder shooting gameplay.
  • Blocked out multiplayer arenas and open-world city in Unreal Engine 5.
  • Wrote character backstories and barks.
  • Interviewed and hired two new designers.

Untitled M

Release Date: February 2, 2021

Platforms: PlayStation 5

Metacritic Score: 62

Destruction AllStars

Release Date: February 2, 2021

Platforms: PlayStation 5

Metacritic Score: 62

Game Designer

Ubisoft

https://www.ubisoft.com

August 2018 - October 2020

  • Owner of two boss fights, scripted AI with GOAP and Anvil Engine blueprints.
  • Light level design work (navmeshes, terrain adjustments).
  • Owner of experimental horse combat, for which I created new animations, new weapons and new NPC enemy types.
  • Owner of cinematic player camera for context-sensitive conveying of emotions through motions.

Untitled Assassin's Creed Spin-Off

Release Date: TBD

Platforms: TBD

Metacritic Score: N/A

Skull & Bones

Release Date: Feb 16, 2024

Platforms: PlayStation 5

Metacritic Score: 59

Assassin's Creed Valhalla: Dawn of Ragnarok

Release Date: Mar 10, 2022

Platforms: PlayStation 4

Metacritic Score: 71

Assassin's Creed Valhalla: Wrath of the Druids

Release Date: May 13, 2021

Platforms: PlayStation 4

Metacritic Score: 73

Assassin's Creed Valhalla

Release Date: November 10, 2020

Platforms: PlayStation 4

Metacritic Score: 80

Game Master

Daybreak Game Company

https://www.daybreakgames.com/home

January 2018 - July 2018

  • Moderated in-game player chat.
  • Banned real-money traders and bots.
  • Drank beer with hobbits.

Lord of the Rings Online

Release Date: April 24, 2007

Platforms: PC

Metacritic Score: 86

Senior Technical Specialist

Square Enix Europe

https://www.square-enix.com

May 2015 - July 2018

  • Worked with European online player account database.
  • Fixed game license assignments and account security issues.
  • Created a troubleshooting knowledge base, hosted with MediaWiki on a local server, which allowed the team to improve their daily SLA thanks to catalogued game crashes and bug fixes.

Final Fantasy XIV: Stormblood

Release Date: Jun 20, 2017

Platforms: PlayStation 5

Metacritic Score: 87

Final Fantasy XIV: Heavensward

Release Date: Jun 23, 2015

Platforms: PlayStation 4

Metacritic Score: 86

Final Fantasy XIV: A Realm Reborn

Release Date: Apr 14, 2014

Platforms: PlayStation 4

Metacritic Score: 86

Small Freelance Work

These are small design jobs taken on-and-off as ongoing conversations with clients.

Mononeko: A Rhythm Adventure

Date:March 2022 - October 2024

Description: Programmed the entire game alone in GML Script.

LEGO

Date: Throughout 2023

Description: A recommendation made to the Vice President of Interactive at LEGO about my design work, allowed me to pitch a radical new physical product, and a new type of video game to the LEGO Creative Play Lab in Singapore.

Legends of the Past

https://www.legendsofthepast.gg/

Date: 2023-2024

Description: A Web3 mobile game developed by a team in Paris, France. I designed game systems and the math required for balancing combat and character progression.

Education

Rational Game Design (RGD)

Concordia University

https://gamecreatorodyssey.com/

2019

  • Created by Ubisoft and Concordia University.
  • Based on 30 years of game design history.
  • Rational Game Design (RGD) is the process of designing with evidence-based methods, while minimizing arbitrary design decisions.
  • It turns game mechanics into numbers, allowing accurate difficulty scaling.

Rational Level Design (RLD)

Concordia University

https://gamecreatorodyssey.com/

2019

  • Created by Ubisoft and Concordia University.
  • Based on 30 years of level design history.
  • Rational Level Design (RLD) is the process of designing predictable outcomes in game environments by using visual cues, challenges, rewards, and player psychology.
  • It turns game environments into numbers, allowing accurate prediction of player behavior and difficulty scaling.

Awards & Recognitions

Tiny Teams 2024 Official Selection

Yogscast

https://www.yogscast.com

2024

Publications

Visually and mechanically symmetrical combat design in games

UX Collective

https://uxdesign.cc

June 2020

  • Wrote this paid article for the UX Collective.
  • It explains that when the player is faced with an enemy who has identical abilities to the player themselves, the combat experience becomes thrilling, whereas unequal power creates certainty.

Negative space in combat design

UX Collective

https://uxdesign.cc

July 2020

  • Wrote this paid article for the UX Collective.
  • What if enemies were designed to keep the player alive, rather than hurt them? I propose that designers can enhance the enjoyment of combat by designing systems that keep the player safe, rather than focusing on how enemies can cause damage or pose a threat to the player.

A Little More About Me

This is my name written in ancient Sumerian script (the oldest known writing system). With the dots and lines, it almost reads like morse code, and might feel like braille to the touch. It's even a bit like computer binary, don't you think?

Sumerian