State of Decay 2 - Base Building, Weapons, Loot/Economy


 
 

The ultimate zombie survival fantasy game for up to 4 players in co-op, on PC and console.

Implemented and tuned hundreds of weapons, designed and implemented data for every base on every map at launch plus some years after. Designed and executed data for a robust proc-gen 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.

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Summary of work, live service era:

  • Choose Your Own Apocalypse - added customizable difficulty system(s) to State of Decay 2

  • Heartland - supported a new progression scheme, map, set of bases, and loot tuning, for a narrative-driven take on State of Decay's sandbox

  • Juggernaut Edition - a holistic revamp and upgrade of State of Decay 2 into the 10 Million user, overwhelmingly positive steam review game it is today. Revisited and revamped most systems and tuning.

  • The Zedhunter update, where I ran the crossbows team to deliver crossbow gameplay along with implementing a suite of other stealth-focused consumables and tools.

  • Independence Pack DLC, operated as a part of a small team after launch, delivered new suite of sandbox consumables and weapons.

Summary of work, pre-pro to launch

  • Designed & accountable for base building experience, crafting experience & content, ranged weapon combat, stat design, itemization, loot systems & tuning for three distinct open world maps, and community simulation.

  • Tuned & balanced 200+ guns & 50+ melee weapons.

  • Ran strike teams to deliver key features I designed; base building, loot system, ranged weapons.