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Michael Surya

Game Designer

Welcome to my portfolio. I invite you to explore my site to get a better understanding of my professional experience.

Enjoy browsing, and get in touch if you have any questions.





Release Date: October 7th, 2021

This is the latest sequel to the Far Cry series. I was a game design team lead and here are my key responsibilities: ​

  • Design new Difficulty Scaling Systems that fits into the new RPG system

  • Design the following archetypes behaviour:

    • Medic

    • Engineer

    • Officer

    • Special Forces

    • Fumigator

    • Civilian

    • Mech/Turret

    • Tank  

  • Design a new Trust Incognito System that allows the player to move around the world without attracting aggressive action from AI 

  • Design a new Notoriety System that escalate the AI response to the player based on their action in the world

  • Design the progression for Amigo system including balancing and tuning 

  • Oversee the acquisition of Amigos for the player 

  • Work with Shanghai co-dev team and oversee the quality of:

    • Amigo design and implementation

    • Boids system 

    • Legacy animal behaviour and balancing

    • Implementation of new animal including the legendary and alpha variants 

  • Work with Berlin Team to oversee the difficulty pass and archetypes utilization in the Special Operations gameplay

  • Collaborate with LDs in outposts creation including:

    • Overseeing the utilization of the archetypes in outpost

    • Stealth and combat pass in outposts

    • Difficulty pass and combat enjoyment in outpost liberation

  • Collaborate with technical designer and director to sort out issues with AI system utilization

  • Design the returning of destructible tree gameplay element 

  • Overseeing and managing team members' work and quality:

    • AI stims gameplay and balancing 

    • New horse type behaviour

    • Civilian behaviour in the open world

    • Named NPC and initial DLC design creation.

  • Mentor new designers and overseeing their career progression

  • Conduct 1-on-1 meeting and performance review with team members



Platform: XBOX ONE, PS4 and PC

Release Date: November 15th, 2016

A sequel to 2014's Watch Dogs, it is back with a different mood and setting and located in a fictional, beautiful and colorful San Francisco. The game also provides multiple ways for the player to complete the mission unlike its predecessor. 

I had a lot of fun working on this project and that includes:

  • Design AI behaviours for the following archetypes:

    • Attack Dogs 

    • Pet Dogs

    • K9 Dogs 

    • Watcher Robot and Greeter Robot  

    • Ambient Animal (Birds, Sea Lions)

  • Design 3C (Camera, Character and Control) elements for the following Toronto Mandate features: Spider tank 2.0, Wrench Jr

  • Design the UI mission flow for IOP (Invasion of Privacy) 2.0

  • Polish Mission flow and player feedback for Silicon Valley Missions (Toronto mandate)



Platform: XBOX 360, PS3 and PC

Release Date: August 20th, 2013

Splinter Cell Blacklist was released on August 2013 with Kinect support. It supports different play styles and it marks the return of fans favorite Spies vs. Mercs adversarial mode which was introduced in Pandora Tomorrow.

Here are the areas I worked on in this project:

  • Design the control and the UI elements for SMI (Strategic Mission Interface) for PC port

  • Design the SMI minigame Gone Dark Missions and Rogue Agent for Spy Vs Mercs

  • Assist codev partner in designing the Spider-Bot Mobile Companion App for iPhone and Android (Spider-Bot, Steath-Bot, Strike-Bot)

  • Assist codev partner in designing the Community Website (http://



Platform: XBOX 360 and PS3

Release Date: March 8th, 2011

Troy is the first "Western" Musou project that the company has ever done. ​It features greater level of violence than any other Dynasty Warriors game and it was the first Musou title to be rated M. 

My responsibilities in this project include: 

  • Designed the flow of boss battle using the pre-existing assets

  • Implemented the action and AI dynamics for the boss fight using in-house development tool

  • Designed and implemented AI squad army and one on one generals fight

  • Collaborated with the scenario designers to create a good gameplay flow in the boss fight and the correct level of difficulty



Platform: Playstation Portable (PSP)

Release Date: October 22nd, 2009

My very first semi AAA project, launched only in Japan on PSP.


Here are the list of things that I did in this project: 

  • Created and modified 3D model assets to improve draw distance in Shin Sangoku Musou 5 development using XSI Production

  • Captured screenshots for manual and press release

  • Conducted the testing for quality assurance purpose

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About Me

I am a Game Designer with 15 years experience in the industry with majority of work in AI design. Currently I work at Torn Banner Studio as a Lead Game Designer. I teach Game Design Fundamental, Game Planning and Production Thesis Course at George Brown College in my spare time. I also teach Design and Development Cycle at Sheridan College. My other passions include photography and board games.


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