UPDATE: This issue should no longer occur. Players who were affected may still be missing currency and/or unable to spend Auric Cells. We are working on a solution to resolve this and restore missing currency, and will update you as soon as possible.
Game designer Introduction
I'm one of the live balance designers, and I'd like to introduce myself and give some background on some of the things I've done.
I designed my first game when I was about 10; I took Gabriel's Point Blank and made a new set of rules for it. The new version was more chess-like than the original, but it didn't work very well and tended to get bogged down on the small board. I maintained an interest in both boardgames and video games over the years. Around 1992 I designed a huge 8-hour space boardgame. It was fun, but proved too expensive to produce.
I studied physics in college, and went as far as a Master's degree specialized in astrophysics. After 6 months of being a programmer at a hydraulics lab in Iowa City, I landed a job as a game programmer/designer at a new media firm in the UK. I worked there for about 1.5 years, and designed and developed about 15 different original games and ported several of those to a lot of weird platforms (OpenTV, Bush Internet Box...). After 4 years in the UK working on various projects at three different companies (there was a contraction in UK game dev at the time, and these all folded), I moved to Montreal and Ubisoft.
At Ubi I worked on a variety of projects. Most notably gameplay programming for Splinter Cell: Essentials, some exotic gameplay prototypes for Assassin's Creed III (the board game in it was from one of my protos), and gameplay programming and design for My Word Coach for Nintendo DS. I was able to create one iPhone title for Ubi doing the design, programming and art direction around 2010: Crystal Shuffle. Around this time, one of my board game designs, Linkage was published. It's a 10-minute abstract with just a few rules.
After leaving Ubi, I worked on various other projects at other studios, which included Tiny Brains and the iPad version of Pandemic the board game. Eventually I landed at Behaviour where again I worked on a lot of different projects (including Pro Feel Golf... I did the multiplayer network handling for its asynchronous multiplayer mode), working my way from Senior Programmer up to Lead Programmer. Behaviour is very supportive of personal projects, and so I was able to release another mobile game in 2015, Cognizer. A Steam release followed in 2017. It's entirely free to play with no features locked behind IAP or ads of any kind.
After several years there, I was given the opportunity to move into game design full time. This soon led to Dead by Daylight and live balance design where I am now. I'm really having a good time working on this project, as it's very much the kind of game I like to play: hardcore, competitive and multiplayer. I look forward to working on it in the future, and will continue to engage with the community through the forum when possible.