Cross Blanchard

Game Designer

Hello!

I am a an experienced game designer from Full Sail University. I have 6 years of total experience with 5 years in AAA studios. I have worked on 6 AAA titles. I most recently worked at Electronic Arts Tiburon studio on the Madden franchise. I worked on Madden 22 all the way through Madden 26 and an Unannounced EA Sports Title.

I love working in groups of other designers and being able to bounce ideas around the team. Watching a game come together right before my eyes is one of the best feelings in the world. I am passionate about gaming and want to give what games have given me to others all around the globe, happiness and an escape from real world problems for a bit.

Below you will find examples of projects I have worked on. To access them more in depth click on the button under each project or you can navigate to their page through the menu bar at the top of the page.

Projects

Madden NFL 26

Madden 26 was the first year I took complete ownership of a feature from design to launch and live service support. I took over the brand new feature of Gameday Beats within the Superstar Mode.

Madden NFL 25

Madden 25 I moved off of the cosmetics team and moved in to creating the in game social media reaction feature. I took over this late in the cycle but this was my first ownership of a feature.

Madden NFL 24

Madden 24 I became more of a jack of all trades for the team. I would complete my cosmetics and storefront work then move to help other teams in any way that I could, including creating subtitles, MUT challenges, Superstar Goals and more.

Madden NFL 23

Madden 23 I continued to expand my responsibilities by continuing the build cosmetics and the storefront, as well as helping MUT team build single player challenges for their mode.

Madden NFL 22

Madden 22 was my start in the AAA studio. I joined the team by contract and focused on building cosmetics and populating the storefront for the Face of the Franchise mode.

Season’s Bleedings

Working with a team of Full Sail Alumni on a never released project as a level designer for a Santa theme RPG was my first taste in working with a larger team. It was so much fun to work on and allowed me to learn so much.

Pandemoniacs

Pandemoniacs was a 2D platformer I was contracted to create. I was the sole designer and programmer for the game.

Forrest Creek

This Forrest Creek scene was a scene I threw together in my spare time as just a challenge for myself. The goal was to create a realistic looking single view point scene and to learn more on post processing and terrain tools in Unity.

Carmakze

This was my capstone project at Full Sail. A single player car theme battle arena inspired by Twisted Metal. I worked with a team of 3 other designer and a handful of artist to bring this to life. Also have the opportunity to add my own voice acting in this game as I was tasked with creating the tutorial level.