Mobile · PC · VR · Multiplayer · Free-to-play

I design gameplay, progression, and economy systems that players keep coming back to.

I'm David Burnham. I've designed satisfying systems for various studios ranging from indie startups all the way to Meta.

David Burnham
4.3M+
lifetime installs across Monkey Doo and Sail VR
+266%
monthly revenue after launching the battle pass
+9%
30-day retention from the XP level-up system
1st place
E3 College Game Competition 2018, plus 1st for visuals at GDC
Projects

Case studies

Each project breaks down the problem, the goal, the options I rejected, and what I would change next time.

Monkey Doo gameplay
Meta QuestSteam

Monkey Doo

Senior Game Designer

Multiplayer VR free-for-all. Swing on vines, throw doo, and be the first monkey to collect 10 bananas.

1.9M+
lifetime installs
4.6★
11.1k reviews
+266%
monthly revenue from the battle pass
Battle passXP progressionShopCustomizationDaily challengesMovement systemGame modesFeel Good AwardsBanagnetsTooting rangeLore codesEnemy NPC systemsRoguelite procedural maze
Sail VR gameplay
Meta Quest

Sail VR

Game Designer II

Open-world VR pirate roguelite. Every gold coin you carry raises your bounty. Get home alive or lose it all.

2.45M+
lifetime installs
4.5★
9.6k reviews
75.1k
Discord members
Risk and rewardRoguelite progressionEconomyDynamic encountersNaval combatTreasure huntsWeapon systemsLoot systemInventory systemVoice commandsCrew system
Concept image of a medieval village beneath a massive glowing tower
Horizon WorldsMobile
Concept image

The Tower

Game Designer II

Unreleased Meta Horizon Worlds game for mobile, built around co-op PvE combat.

Co-op combat systemEnemy aggro systemMulti-phase bossesPassive build systemProcedural dungeon generation systemRoguelite progression systemEnemy spawn systemEnemy NPC design
Case studies coming soon
DvG: Conquering Giants gameplay
Meta QuestSteam

DvG: Conquering Giants

Game Designer

VR boss-battle game with arcade-style challenges.

3
boss battles
4
maps
Combat systemBoss designCombat encountersEnemy wave systemEnemy NPC designNarrative design
Beatboxers gameplay
Steam

Beatboxers

Game Director

Rhythm-fighting game where fighting on the beat earns you a buff.

1st
overall, E3 College Game Competition 2018
1st
visuals among university games at GDC
Combat designRhythm mechanicsUI designSound designCharacter designWorld building
About

About me

I'm a gameplay systems designer. Since 2017 I've designed for mobile, VR, and PC games.

Right now I'm designing an unannounced mobile game based on a popular IP at Safyre Games, a studio I co-founded. Before that, I was a Game Designer II at Meta, where I designed co-op combat, multi-phase boss encounters, and a passive build system for an unreleased Horizon Worlds game. Earlier, I spent three years at Continuum XR designing the progression, economy, and live-service systems for Monkey Doo and Sail VR.

I'm also a professional 3D artist, with skills in 3D modeling, texturing, rigging, animation, and look dev. I studied animation at BYU.

Outside of work I spend time with my wife and daughter, play card and strategy games, and play fetch with my dog.

Contact

Let's talk systems

[email protected]