Warhammer: Age of Sigmar - Realms of Ruin
Creation of initial maps to define level design direction/ restrictions and collaborated with several departments to establish our map creation pipeline.
Supervision of level design team including on-boarding, task assignment and review of work.
Streamlined map creation and mission scripting tools to ensure sufficiency for project requirements and maximise efficiency.
Scope and milestone planning for both level design and campaign.
Conduit for design requests to determine feasibility and additional use-cases.
Writing and maintenance of key project documentation including campaign breakdowns for cross-discipline use.
Preliminary handling of resource balancing and game pacing.
Design and overseeing implementation of several game features in-collaboration with other disciplines.
Elite Dangerous: Odyssey
During Odyssey my primary focus was updating Points-of-Interest which make up the majority of planetary gameplay outside of settlements.
Re-designed the exploration flow to streamline and improve engagement.
Designed and oversaw the implementation of several game features, specifically to support the scavenging gameplay.
Created several new POIs bespoke to Odyssey and updated pre-existing ones to feature on-foot gameplay.
Added dynamic events such as authority raids on criminal caches.
Scripted a contextual voice line trigger system to handle bespoke dialogue for criminals and authorities at POIs and offline settlements.
Collaborated with the mission team to create several new mission types.
Implemented a difficulty system to scale loot and resistance at POIs.
Reviewed economy changes to prevent potential exploits.
Provided support and guidance to Graduate Designers.
Elite Dangerous
Co-designed Fleet Carriers, which were a long-awaited addition to the game and are essentially player-owned mobile space stations with a modular approach to services.
Designed and organised Interstellar Initiatives. Each a series of community events spanning the course of several weeks with a supporting narrative and lasting impact on the game world.
Handled the Thargoid Incursion system which encompassed number balancing, target designation, coded hints for future targets and ensuring a strict schedule was adhered to.
Responsible for organising in-game community events in-cooperation with community groups.
Scenario scripting with the use of LUA. Both optimising pre-existing scripts and creation of new scenarios.
Several waves of economy rebalancing.