// portfolio

Scott
Crisostomo

Creative and game director with 30+ years leading designers, building the systems, mechanics, and moments players remember — from the cover system in Kill Switch to directing Ubisoft's largest live-service launch.

See the work → Get in touch

// work

Game portfolio

XDefiant

XDefiant

Associate Game Director – Ubisoft – 2021–2024

Live Service F2P Shooter 15M+ Players PC / Console

Design highlights

  • 3Cs Personally prototyped core FPS mechanics in Snowdrop to ~80% before engineering handoff
  • Seasons Directed new maps, factions, weapons, abilities, and modes each seasonal cycle
  • Process Built design review pipelines and approval cadences across 4 global studios
  • Live ops Owned battle pass, progression tuning, and player retention systems
  • Scale 15M+ players at launch
View case study →
South Park: The Fractured But Whole

South Park: TFBW

Game Design Lead – Ubisoft – 2014–2017

Design highlights

  • Combat Designed full turn-based tactical combat system
  • FTUE Structured onboarding without breaking comedic tone
  • Prototype Used tabletop methods to validate combat before engine
  • IP Direct collaboration with Matt Stone & Trey Parker
View case study →
Rainbow Six: Patriots
Cancelled

Rainbow Six: Patriots

Lead Designer – Ubisoft – 2009–2011

Design highlights

  • 3Cs Designed core character, camera, and combat systems
  • Greenlight Led design through vertical slice to executive greenlight
  • Teams Directed game, level, and narrative design disciplines
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Spartacus Legends

Spartacus Legends

Onsite Design Director / Live Designer – Ubisoft 3P

Design highlights

  • Dev Embedded onsite design director ensuring quality bar
  • Live Owned monthly balance patches and new weapon/armor cadence
  • Model F2P fighting game, Starz licensed IP
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Hei$t
Cancelled

Hei$t

Lead Designer – inXile / Codemasters – 2006–2009

Design highlights

  • 3Cs Designed core character, camera, and controls
  • Banks Conceived banks-as-bosses framework
  • Time Designed preparation and heist time pressure mechanics
  • Setting 1969 San Francisco open world
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Hunted: The Demon's Forge

Hunted: The Demon's Forge

Lead Designer / Producer – inXile – 2006–2009

Design highlights

  • Bible Created full design bible from scratch
  • Prototype Built greenlight prototype that secured Bethesda deal
  • Combat Designed co-op combat and encounter systems
View case study →
True Crime: New York City

True Crime: New York City

Lead Designer – Luxoflux / Activision – 2005–2006

Design highlights

  • Rebuild Full combat system redesign in 6 months
  • Shooting Overhauled targeting and gun feel
  • Melee Designed rock-paper-scissors melee system
  • Team Led small strike team under tight deadline
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Kill Switch

Kill Switch

Producer / Lead Designer – Namco – 2003

Design highlights

  • Cover Designed cover-and-blind-fire system adopted by major franchises
  • AI Designed flanking, suppression, and squad AI
  • Impact Genre-defining mechanics still in use today
View case study →

Additional credits

Ms. Pac-Man Maze Madness

Producer / Lead Designer – Namco (2000)

Level DesignPS1 / N64 / GBA

Pac-Man World 2

Producer / Lead Designer – Namco (2002)

PlatformerPS2 / GCN / Xbox

MechWarrior 3: Pirate's Moon

Designer – Zipper / MicroProse (1999)

Mission DesignPC

3rd Party Publishing

Embedded Onsite Design Director – Ubisoft

Ghost Recon CommanderToy SoldiersExpendables 2

// about

30 years of making the thing feel right

I started in games when you had to fight for every frame of animation and every kilobyte of memory. That constraint-first mentality never left. I prototype fast, cut ideas early, and push hard on whatever survives.

At Namco, I designed the cover-and-blind-fire system in Kill Switch — mechanics that shaped how third-person shooters felt for a generation. At Luxoflux, I led a six-person strike team that rebuilt a late-stage title's combat system in under six months.

At Ubisoft, fifteen years across licensed IP, cancelled titles, 3rd-party publishing, and finally the largest live-service launch the company had ever done. On XDefiant, I prototyped the core FPS mechanics in Snowdrop personally — around 80% complete — before handing off to engineering. I wanted to know exactly what I was asking the team to build.

The cancelled titles matter too. Rainbow Six: Patriots got a vertical slice to executive greenlight under my design lead. Hei$t — a 1969 San Francisco open-world heist game at inXile — is cult-obscure enough to be on the Lost Media Wiki. Making things that almost shipped teaches you just as much as making things that did.

I manage and mentor designers, not just direct their output. I've built growth plans, run 1:1s, shaped hiring pipelines, and written documentation standards that teams actually used. The bar I hold for craft is the same one I hold for myself.

I've been playing D&D since the early '80s, primarily as Dungeon Master across 2nd, 3rd, 3.5, and 5th edition — including five years of campaigns for the Ubisoft San Francisco studio. I used tabletop prototyping methods professionally to validate the South Park combat system before committing to production. Rule systems that feel purposeful rather than arbitrary: that's the job, whatever form it takes.

Outside the industry, I'm currently Operations Manager and acting General Manager at King's Swim Academy in San Mateo — running daily facility operations, vendor relationships, budgets, and staff development for a high-traffic aquatics facility.

Based in the San Francisco Bay Area. Open to senior design leadership, creative direction, and operations roles — remote, hybrid, or on-site.


// craft

Skills and tools

Design

  • Core loop and systems design
  • Live-service / GaaS progression
  • Battle pass and reward loops
  • Combat and encounter systems
  • AI behavior design
  • Licensed IP collaboration
  • Rapid in-engine prototyping
  • Telemetry and player behavior

Leadership

  • Team management (40–50 devs)
  • Designer mentorship and coaching
  • Growth plans and performance feedback
  • Hiring and interview design
  • Distributed team coordination
  • Stakeholder and executive communication

Technical

  • Snowdrop engine (Ubisoft)
  • Unreal Engine
  • Unity
  • MS Project
  • JIRA / Confluence
  • Agile / Scrum (Scrum Alliance certified)

Platforms shipped

  • PlayStation 2 / 3 / 4 / 5
  • Xbox / 360 / One / Series X|S
  • Nintendo Switch / GameCube / N64
  • PC (Windows)
  • PS1 / GBA / Dreamcast (early career)

// contact

Get in touch

Phone (925) 389-1606
Location San Francisco, CA — open to remote and hybrid