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.

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

Monkey Doo
Senior Game DesignerMultiplayer VR free-for-all. Swing on vines, throw doo, and be the first monkey to collect 10 bananas.

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

The Tower
Game Designer IIUnreleased Meta Horizon Worlds game for mobile, built around co-op PvE combat.

DvG: Conquering Giants
Game DesignerVR boss-battle game with arcade-style challenges.

Beatboxers
Game DirectorRhythm-fighting game where fighting on the beat earns you a buff.
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.