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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.

Warhammer

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. 

Odyssey

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.

Elite Dangerous
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