Amazon Game Studios

David McKenzie | World & Systems Designer

David McKenzie

Lead World Designer — Amazon Game Studios

Designing large-scale, systems-rich experiences from concept to live release. Blending encounter design, narrative integration, and player flow with hands-on implementation across world-building, scripting, and content systems.

David McKenzie created
Sandwurm

Summary

  • Lead World Designer & Product Lead on New World expansions including Brimstone Sands (2022), Rise of the Angry Earth (2023), and Nighthaven (2025) which has reached top 10 steam charts for most concurrent users and most purchased/played games
  • Directed multi-disciplinary production from concept through live launch including world design, encounter design, environmental storytelling, and systemic integration across all teams
  • Concepted and implemented flagship content initiatives: two largest expansion zones, the Sandwurm open-world event, Soul Trials game mode, Console FTUE, and multiple zone reworks
  • Collaborated crossteam with Audio, Engineering, Art, Narrative, AI, Marketing, and Server Tech to deliver large-scale, performance-conscious worlds
  • Designed and introduced major game-defining mechanics and systems: Day/night spawning, glyph chests, jumping puzzles, and Map UI polish standards
  • Recognized internally for redefining New World’s world-building standards and delivering player-acclaimed zones under aggressive timelines
  • Championed production efficiency and creative iteration, mentoring new designers and establishing reusable documentation pipelines for live content
  • Consistently exceeded Amazon’s internal high bar through performance reviews and peer accolades

Additional Shipped Work

Reekwater Rework (2025) Zone Uplevel & ECR Rework
Role: Lead World Designer / Product Lead
  • Led design and implementation for Elite Chest Run revamps and overhaul of both Siren’s Stand and Eternal Pool ECR POIs with new encounter pacing, traversal paths, and elite enemy groupings to revitalize Elite Chest Runs game mode
  • Led design and implementation for collectibles systems that introduced new lore entries and exploration rewards to encourage replayability and narrative discovery
  • Led initiative for upleveling by onboarding 2 new level designers to raise Reekwater’s overall zone difficulty and progression target from 60 to level 75, integrating new enemy behaviors and reward tables
  • Collaborated with quest, economy, creatures, and gameplay teams to deliver a robust, efficient reworked zone that revitalized a core gameplay loop like ECRs and incentivized collection and other long-term gameplay goals
Crucible (2020)
Role: Sole Level Designer (Prototype & Encounter Design)
  • Supported encounter pacing, combat readability, and traversal clarity across multiple prototypes
  • Partnered with combat & engineering on spatial metrics and silhouette readability
  • Shipped an overhaul of main game mode from wave-based events to control point system within 6-months of hire date and before Launch; during height of COVID transition to work-from-home
  • Transitioned encounter tooling and philosophies into New World production