Systems Design • Mission Content • Technical Design
At Blizzard Entertainment, I worked on the systems team of the now-cancelled unannounced survival game codenamed Odyssey. I spearheaded design for in-game systems including magic and crafting, and collaborated on systems for player verbs and survival mechanics as well as base-building and player housing systems. In addition to my work on game systems design and implementation, I also stepped in to assist in architecting quest and narrative developer tooling and implement mission content and narrative systems. Working mainly in a proprietary state machine based scripting tool in Blizzard’s engine, I created data-driven systems, features, and reusable content, as well as working alongside art and engineering to craft high quality core game mechanics and engine systems.
SYSTEMS, GAMEPLAY, AND PLAYER EXPERIENCE DESIGN
I owned and implemented multiple large-scale features within game systems, including player crafting, NUX, and mission content. I also served a the point of contact for NUX and mission implementation, as well as working with engineering to architect engine tools for mission and other content creation. I endeavored to create game systems and verbs to enthrall and delight players, and worked with stakeholders to deliver features and content up to the technical and quality bars expected of a Blizzard game. I collaborated with other designers on player verbs, base building/player housing systems, and immersive narrative content delivery.
My work primarily focused on capturing and fulfilling player fantasy of crafting and magic systems and verbs.
technical development
In addition to design work, I implemented a large portion of the features on which I worked as a generalist technical developer, taking features end-to-end from design to playable prototype. I created content and scalable features in a proprietary C-based visual scripting tool internal to Blizzard Entertainment, striving to create data-driven, state-based scalable systems and content which could be easily used by a variety of developers and implemented across the game world.