Unannounced Survival Game - Systems Leadership - Crafting, Building, Tech Tree, Combat
Unannounced Survival Game - Systems Leadership - Crafting, Building, Tech Tree, Combat
State of Decay 3 - Systems Leadership - Core Loop, Progression, Base Building, Simulation, Weapons
State of Decay 3 - Systems Leadership - Core Loop, Progression, Base Building, Simulation, Weapons
State of Decay 2 - Base Building, Weapons, Loot/Economy
State of Decay 2 - Base Building, Weapons, Loot/Economy
Moonrise - Combat, Economy, Progression, Encounters, Skills
Moonrise - Combat, Economy, Progression, Encounters, Skills
Deer Hunter 2014 - Economy, Progression, Weapon Feel
Deer Hunter 2014 - Economy, Progression, Weapon Feel
Tons of Guns - Progression, Weapon Feel, Economy, Encounters
Tons of Guns - Progression, Weapon Feel, Economy, Encounters
Marvel Super Hero Squad Online - Levels, Encounters, Scoring
Marvel Super Hero Squad Online - Levels, Encounters, Scoring
Unannounced Survival Game - Systems Leadership - Crafting, Building, Tech Tree, Combat
Unannounced Survival Game - Systems Leadership - Crafting, Building, Tech Tree, CombatBlizzard’s take on survival, AAA and mass market. Cancelled 2024.I served for two years, primarily as lead system designer, but in the final 6 months of the project, also as the combat design lead, driving survival systems, itemization, tech tree, FPS weapon development and tuning, and power progression. In my first year I oversaw all building and crafting systems, ultimately accountable for multiple cross-disciplinary strike teams through senior staff that reported to me as I coached them on how to run things with my preferred process, delivering quality, predictable results in a timely manner with minimal thrash and good clarity of direction for the team, while keeping regular check ins with our game directors to ensure their criteria are met or exceeded, and surface decision points to them as quickly and clearly as possible.In many ways, my childhood dream job. I made lifelong friends and learned vital lessons.Wikipedia has a good round up of stories, some of which are even true.
State of Decay 3 - Systems Leadership - Core Loop, Progression, Base Building, Simulation, Weapons
State of Decay 3 - Systems Leadership - Core Loop, Progression, Base Building, Simulation, WeaponsMy first formal lead role. Helped to deliver multiple prototypes, pitch decks, and ran strike teams to help establish the next iteration of the State of Decay franchise.I supported multiple iterations of what the game might be in it’s early concept days, and left the team for the next gig while it was in pre production. Delayed start date of next gig to try and set the team up for success as best I could. Development continues as of this writing (Jan 2024).
State of Decay 2 - Base Building, Weapons, Loot/Economy
State of Decay 2 - Base Building, Weapons, Loot/EconomyThe ultimate zombie survival fantasy game for up to 4 players in co-op, on PC and console.Implemented and tuned hundreds of weapons, designed andimplemented data for every base on every map at launch plus some years after. Designed and executed data for a robust procgen loot system balancing guided outcomes and random twists that supported hundred off hours of replayability. Led multiple strike teams to execute final work on multiple features in order to ship.I spent the lion’s share of my career on this game, from conception to ship to years of live service. Overwhelmingly positive on steam, 40,000 reviews later, with a loving subreddit and coworkers who bled together time and time again to make something interesting despite the odds.
Moonrise - Combat, Economy, Progression, Encounters, Skills
Moonrise - Combat, Economy, Progression, Encounters, SkillsPokemon for adults on mobile. We started there then took it to Steam on Early Access. I could explain the reasoning, and was responsible for nearly every number in the game. Nearly.
Deer Hunter 2014 - Economy, Progression, Weapon Feel
Deer Hunter 2014 - Economy, Progression, Weapon FeelDesigned all the weapon content, tuned it for feel and balance. Built a successful economy model to let us know how much each purchase we offered would feel like it mattered to you at various points, which we then designed & optimized, bringing in over $50MM.
Tons of Guns - Progression, Weapon Feel, Economy, Encounters
Tons of Guns - Progression, Weapon Feel, Economy, EncountersTuned game feel for in game weapons, built stat progression for characters, weapons, perks, designed bosses & enemy behaviors. Hooked up a lot of UI widgets. Learned how/how not to do a gigantic balance spreadsheet with "the whole game in it".
Marvel Super Hero Squad Online - Levels, Encounters, Scoring
Marvel Super Hero Squad Online - Levels, Encounters, ScoringMy first gig. Designed half the levels we shipped with, one a month for a year after.Balanced a scoring system for 6 year olds. Cut my teeth.
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