Gameplay Engineer

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 Welcome! My name is Derek Nguyen and I’m a gameplay engineer. I enjoy working with teammates to develop robust systems that inspire player expression. I particularly love working on features that make games impactful, such as unique combat systems, deep procedural content, and cunning AI players. 

 
 

League of Legends


League of Legends is a team-based strategy game where two teams of five powerful champions face off to destroy the other’s base. Choose from over 150 champions to make epic plays, secure kills, and take down towers as you battle your way to victory.

Swarm: Operation Anima Squad

Swarm is a brand new game mode built entirely around a PvE experience.

Role: Gameplay Engineer

  • Developed reusable UI for future game modes

 
 

Arena Round Three

Arena Round Three is the return of the popular Arena gamemode. This iteration introduces several new features: revamped UI for 16 players, brand new item system for better balance, and improved matchmaking for fairer competition.

Role: Gameplay Engineer

  • Implemented system to track matchup history in game

  • Extended scoreboard UI to render splash images, visual highlights for items, and dynamic team swapping

  • Developed quality of life features independently such as pinging selections and team camera controls

 
 

Nexus Blitz (Revival Project)

Nexus Blitz is a fast-paced game mode that delivered a unique blend of chaos and strategy. In this mode, players participated in a series of rapidly changing events and skirmishes, all while aiming to destroy the enemy Nexus.

Role: Tech Lead

  • Led coordination between different engineering teams for out-of-game systems

  • Established engineering direction for revival features

  • Implemented quality of life improvements and bug fixes

 
 

Arena

Arena was a brand new game mode designed for shorter, action-packed matches. Set on a circular map, players engaged in intense 2v2 battles, emphasizing individual skill and teamwork. This mode offered a fast-paced alternative to the traditional Summoner's Rift experience, perfect for players seeking quick and exciting showdowns.

Role: Gameplay Engineer

  • UI Programmer for Scoreboard menu and Augment tracking for clients

  • Worked cross team for augment telemetry for live balance

  • Point person for multi-team management system

 
 

Preseason 2023

Preseason 2023 Preview, players were given a sneak peek into the exciting changes and updates coming to the game for the upcoming season. This preview offered a glimpse into new gameplay features, such as a new Chemtech Drake, Jungle Improvements, Communication Updates, and much much more.

Role: Associate Gameplay Engineer

  • Spell recommendation system for helping new players learn champion spell prioritization

  • Optimized Jungle Pets for sustainability and updates

  • General gameplay bug fixes and support

 
 

Legends of Runeterra


In this strategy card game, skill defines your success—not luck. Mix and match iconic champions, allies, and regions of Runeterra to unlock unique card synergies and outplay your opponent.

Path of Champions 2.0

The Path of Champions 2.0 is an immersive PvE journey where players embarked on unique champion-driven adventures. They can craft their decks, make impactful choices, and face formidable opponents, all while striving to conquer the challenges that lay in this roguelike adventure.

Role: Associate Gameplay Engineer

  • Assisted in setting up system to support scriptable encounters

  • Responsible for setting up automated testing for PvE combat encounters

  • Designed Master Yi’s playable kit(Deck, Powers, Upgrades)

 
 

Saltwater Scourge

"Lab of Legends: Saltwater Scourge" was a captivating PvE roguelike game mode that tasked players with navigating treacherous seas, battling sea monsters, and cunning adversaries. With each playthrough, they honed their deck-building skills and strategy to conquer the Saltwater Scourge in this thrilling card-based adventure.

Role: Gameplay Engineer Intern

  • Worked on debug and content creation tools for quick map scene iteration

  • Contributed to gameplay optimization and polish