GAME DESIGN PORTFOLIO

DAN
CALLAN

カラン・ダン

Senior / Staff
Game Designer

Game designer specializing in activities, objectives, encounters, and PvPvE systems. More than 15 years of AAA experience designing and implementing shared-world, open-world, and campaign content.

01

Selected Work

2023–2026BungieStaff Designer

Marathon

Activity, objective, encounter, and world-system design for large-scale PvPvE spaces.

Case study

Encounter Controller

Marathon needed ambient combat to feel unpredictable without becoming arbitrary. Across three surface zones and one endgame interior, every enemy drew from a shared performance budget. Independent encounters could consume too much of that budget in one area while leaving another empty. Sessions also needed to grow more dangerous over time without simply adding more AI. I authored every ambient encounter across all four destinations and worked with engineering on a system that could manage them against the same limits.

Instead of treating each placement as an isolated script, I defined reusable encounter prefabs. Each described a complete fight: squad composition, spawning, combat geometry, and a decision ladder for how squads occupied it. A placement added local context—where and when it could appear, its probability and priority, and whether it should yield to higher-priority content. Engineering built the tools and engine-level controller; I built, placed, and tuned the prefabs.

At the start of a session, the active zone created its controller. It tracked combatants and encounter types alongside priority, difficulty, location, and elapsed time, then told prefabs to start, stop, respawn, withdraw, or be replaced. Hard limits prevented overages, exclusions preserved room for required activities, and session time enabled harder combinations. Every AI spawn eventually passed through it.

Lockdown used that foundation for a complete activity. Once its time window opened, a security ship sealed a point of interest behind a damaging field. Players used a protective consumable to enter, disabled the field, inserted a portable drive into a locked reward cache, and defended it through three enemy waves while rival crews could intervene. Completion guaranteed loot and returned the drive for another, more dangerous site. At launch, the event had a 30% chance to appear. Up to three sites could chain across a run, increasing the risk and possible reward. Because it ran through the controller, it could claim the combatant budget it needed without pushing the rest of the zone over its limit.

The result was not procedural combat; every fight remained authored. What changed was when and where those fights appeared, and which encounters could coexist. Zones could feel different between sessions without overrunning performance or starving required content. Shared labels also let us rebalance groups of encounters between seasons or disable a problem through JSON rather than ship a patch. The controller eventually became the required path for every AI spawn in the game.

2022Postcard Game StudioLead Level Designer

Unannounced Open-World FPS

Led world, level, activity, and encounter design from early planning through a playable vertical slice.

  • Defined scalable patterns for combat spaces, objectives, traversal challenges, and repeatable engagement.
  • Directed blockout, routing, sightlines, encounter composition, and activity density.
2018–2022Luminous Productions / Square Enix GroupLevel Designer / Planner

Forspoken

Open-world gameplay spaces, traversal challenges, encounter layouts, and modular world content.

  • Designed large-scale areas around traversal flow, combat readability, exploration rhythm, and reward paths.
  • Created modular challenges, encounters, and activities from blockout through playable implementation.
2014–2018BungieSenior World / Activities Designer

Destiny / Destiny 2

Destination activities, public encounters, patrol objectives, ambient AI, and replayable shared-world gameplay.

Case study

The Dreaming City & Blind Well

The Dreaming City grew from an idea I had first explored for an earlier destination: an endgame space players would learn over time, not exhaust in one visit. Its three-week cycle changed available encounters and hidden activities. My role was to make that premise tangible in moment-to-moment play.

World artists established the spaces. I refined them for combat through cover, landmarks, encounter placement, and flow, then used ambient fights, rare targets, quests, and secrets to draw players from the main route. Calendar variants moved some of that activity, giving return visits a different path.

Blind Well was the repeatable combat anchor. Players chose a tier and defended safe zones while damaging mist covered the rest of the arena. Defeating a marked enemy gave one player temporary protection from the mist. That player could leave the safe zone and remove a priority target’s immunity shield, opening it to the whole group. Each phase followed that rhythm: hold ground, find the marked enemy, then push outward against the exposed target. Higher tiers changed enemy strength and composition. The enemy group and final boss rotated weekly; the highest tier could lead to a bonus encounter.

I took Blind Well from initial design through shipping. I wrote its activity and encounter logic, paced the enemy waves, scaled the difficulty tiers, and built its rotating bosses and bonus objectives. I connected those systems to the UI and spectacle triggers, then tuned and debugged the activity. Weekly variants had to fit beside the rest of the shared destination within tight memory limits, so I worked with engineering on a loading solution that kept inactive combatant resources out of memory.

The same premise led to Ascendant Challenges: six activities whose entrances appeared one at a time on the weekly cycle. A consumable revealed the current portal, leading to an isolated combat, traversal, or puzzle space assembled from existing geometry. I originated the format, calendar structure, and production approach, then led three designers who implemented the challenges. I approved their concepts, joined reviews and playtests, and presented feedback.

The calendar tied these layers together. Returning the next week could mean a different Blind Well fight, an encounter elsewhere in the public space, or a new hidden challenge to find. The player knew the place better, but had not exhausted it.

Game Informer: Archon’s Forge design walkthrough ↗
Earlier experience343 Industries / Microsoft StudiosMission Designer

Halo 4 / Halo 5 pre-production

Campaign mission geometry, combat spaces, AI encounters, encounter pacing, and scripted gameplay beats.

  • Designed and implemented Halo 4 campaign content, including work represented in the Infinity mission material.
  • Contributed to early Halo 5 campaign planning and encounter prototyping.
02

Experience Summary

Focus

Shared-world activities, PvPvE, encounter design, ambient AI, objective design, and scalable content frameworks.

Production

Early planning, blockout, implementation, scripting, playtesting, tuning, and documentation.

Collaboration

Cross-discipline development with AI, engineering, world art, combat, and production. Professional experience on a Japanese development team.

Foundation

Earlier QA, BVT, and production support experience at Microsoft, Nintendo, and Insomniac Games.