Eric (E.J.) Nelson

Designer | Programmer | Team Lead

Crafting Games. Leading Growth. Inspiring Teams.

About Me

For over 20 years, I have worked tirelessly to refine my craft, leveraging technical expertise with creativity to ship blockbuster games with a high quality bar, while mentoring the newer generation of designers in best practices.

My career has taken a more technical journey, initially starting in open world content design and implementation and team leadership, to eventually transitioning to engineering roles with the intent on becoming a Technical Designer. Over time, I made my way into leadership positions, leading multiple teams across multiple projects, including serving in a director capacity.

Processes, at a glance

Game DesignProgrammingLeadership
For any design capacity as an individual contributor, my focus is always on player experience, regardless of the original design owner. Implement, play, iterate, coordinate playtests with others, gather feedback, iterate, polish, repeat until “Is this fun?” is answered with a resounding “Yes.”Engineering roles have positioned me into a unique position to leverage my design skills by creating well thought out design documents, outlining the expected flow of the system being implemented. Once the pseudo-code has been established, actual implementation begins. Rapid implementation, with heavy debugging use, and constant testing along the way, ensures quality implementation.“Lead from the trenches” is my approach. As a lead, I keep track of my team’s productivity on a daily basis, and coordinate daily to ensure that any roadblocks are properly handled in order to keep the team running smoothly. I will also take on individual contributor tasks in order to alleviate the burden on my team, and shield the team from unnecessary time sinks.

Work Experience

Lost Boys '25

2024-2025 – Lost Boys Interactive (WWE2K)

Independent contributor for LiveOps content; Design Director, leading the LiveOps design team.

Lost Boys '24

2022-2024 – Lost Boys Interactive (New World)

Implemented encounters in open world areas, added creature abilities, and optimized and finalized scripting for ‘Soul Trials’.

Deviation Games

2022 – Deviation Games

Implemented linear intro mission in Unreal Engine with Blueprints & triggers.

Blizzard

2017-2021 – Blizzard Entertainment

Developed multiple tools and automation scripts using C# and python to improve the pipelines and processes for the QA teams.

Red 5 Studios

2015-2016 – Red 5 Studios

Utilized Lua scripting and a proprietary game editor to implement one phase of a multi-phase end game zone event.

Zenimax Online

2011-2015 – Zenimax Online Studios

Implemented encounters in open world areas. Pivoted to engineering, developing tools in Lua and C# to improve design quality of life.

Pipeworks Software

2008-2011 – Pipeworks Software

Individual contributor and script support for multiple games. Team lead on two different projects.

Cryptic Studios

2003-2007 – Cryptic Studios

Implemented encounters in open world areas and missions. Developed several custom zone events and encounters in City of Heroes/Villains.