FTUE: Lead vision for FTUE and Iterations between beta tests. Raised tutorial satisfaction 60% to 72%

Metagame: Built all metagame systems from paper design to in engine iterations including Quests, Battlepass, Cosmetics etc.

Progression: Built Excel sheets to simulate player economy and progression pacing 

Live Ops: Hosted alpha test for key influencers, design and balance iterations for beta tests on Battle Aces

Product Vision: 1 of 2 designers on Battle Aces, collaboratively handled all gameplay and metagame design.

Game Systems: Built clickthrough prototypes and design documentation for all features. 

Prototyping: Worked with all departments to build prototypes of core gameplay and iterate on game concepts

UI/UX: Built Adobe XD/Figma clickthrough prototypes to test UX flows and build out greybox versions of screens for the UI artist.

Unity: Handled data work within Unity engine including balance updates, prototyping of game modes, string management and progression systems.

Sr Game Designer III

Senior Game Designer

Design Lead: Worked with Product Owner and CCO to turn vision into detailed design docs and features

Mentoring: Trained and managed junior designers in remote environment

F2P/Web 3 Economy: Designed monetization to encourage player trading and promote NFT economy. Ships were in limited quantity, players had to complete events to get proof of participation for cryptocurrency reward

Content Creation: Built out spreadsheets to balance large roster of ship types

Combat Design: Created systems for abilities and weapons and designed how they would be balanced

UI/UX: Built a working clickthrough prototype of the entire game in Adobe XD

Unity: Unity developed game, worked in engine to create and tune ship designs in Unity.

Product Lead: Sole designer, handled all gameplay and metagame design and iterations

Content Creation: Built designs for over 30 vehicles with unique abilities for each

Monetization: Designed the monetization systems including battlepass, Ad skips, competitive tournament events and the rewards/costs around them

UI/UX: Built working UX greyboxes using Adobe XD of all screens to map out app flow

Live Ops: Designed event schedule and event details for numerous holiday tournaments, offers, battlepass seasons. Built out the schedule for long term operation of the game when development ceased.

Intermediate Game Designer

Intermediate Game Designer

Combat Design: Designed the combat system included character attributes, ability level system and ability type balance. Created complex simulations to map out character gameplay in excel

Monetization and Metagame Design: Collaboratively worked on the balance and design of the metagame economy, building out spreadsheets to handle the mass creation and editing of data for hundreds of levels and rewards

Encounter Design: Built out the enemy waves for the core campaign including enemy placement, type and order. Built the wave and boss encounters for special event dungeons co-operative PVE real time raids.

Rapid Development: Tight timeline project was created in ~1.5 years with rapid iteration and creation of content in engine.

UI/UX: Built screen examples for various features including hero and orc progression screens.

Live Ops: Worked with product owner and IP publishing team to build out event system for robust live ops

Game Designer

Mobile RPG: Gameplay analysis and economy design for a Mobile RPG game where players collect and upgrade characters across the Iron Maiden universe

Economy: Designed the overall reward loop and the system for balancing pacing. Built out excel spreadsheets to simulate player progression.

Ability/Stat Balance: Built the systems for how to value attributes and the balance of character attributes and skill scaling

Metagame: Designed progression and reward loop including sources for items, distribution of item slots on characters and overall pacing.

Unity: Unity developed game. Used unity for data management and character creation.

Game Designer

Gameplay Content: Designed commanders each with their own unique theme, units and abilities

Balance/Testing: Testing and balance iterations of multiplayer content

Gameplay Design: Handled gameplay and balance for the overall British faction including economy, units, abilities etc.

Data Management: Handled data to create and use content using Essence Engine attribute editor

Game Designer

Multiplayer DLC: Designed and built multiplayer DLC commanders. Handling the coordination among team members across departments. The mutliplayer DLC commanders were highly successful

Gameplay Design: Worked on the unique faction design for the 2 new factions OKW and American. This included the core gameplay elements of the factions and the unique commander tree content

Live Ops Exploration: Explored iterations of the Warspoils and Intel Bulletin systems internally. Live ops features that gave multiplayer progression and rewards to players

Competitive Multiplayer Balance: Played the game at a top level and worked on iterations of faction, unit and commander tree balance.

Combat Design: Created systems for abilities and weapons and designed how they would be balanced

UI/UX: Designed the layout for V2 of the warspoils, intel bulletins and custom commanders system that was unreleased.

Live Ops: Designed and tested balance updates, interacted with a closed community council to test upcoming DLC content.

Content Design: Involved with the core faction design and balance for Soviets and German factions in the base game including unique mechanics, commanders, units and skills.

Combat Design: Collaboratively iterated and designed the core combat for COH2 multiplayer including pacing, ranges, camera, victory conditions, veterancy system and map layouts

Balance Design: Determined the systems and methods of tuning for various gameplay features including armor/penetration system, command point pacing and unlocks, unit stats etc.

Lead Design: Hired and lead a small team of other balance designers to direct focus of balance testing and direction of balance design.

Mentorship: Taught new balance designers and helped them grow into full Game Designers

Live Ops: Designed and tested balance updates, interacted with a closed community council to test upcoming DLC content.

Multiplayer DLC: Designed and built multiplayer DLC commanders. Handling the coordination among team members across departments. The multiplayer DLC commanders were highly successful.

Systems Design: Built out the rules for the commander system including how abilities would be unlocked and paced

Level Design: Built multiplayer maps and prototypes using Essence Engine tools

Game Designer

Sr Balance Designer

Competitive Multiplayer Balance: Played the game at a top level and worked on iterations of items and commander tree balance.

Free to Play: An early free to play PC game where players had long term progression and items to turn the tide in multiplayer matches. Designed and tested iterations of paid vs free content.

Top Player: Held #1 place on the leaderboard for the western version of the game, used gameplay skills to determine gameplay direction of factions and balance

Faction Design: Designed and tested the Imperial Guard faction balance for multiplayer including units, heroes, abilities and general faction mechanics.

Game Modes: Worked on the balance design of the last stand game mode, a wave score based game mode for Dawn of War 2. Including the base heroes and DLC heroes Tau Commander. Testing and difficulty iteration on the scoring system and wave design.

Singleplayer Balance: Tested through singleplayer content and provided balance feedback including campaign pacing, difficulty, wargear etc.

Prototyping: Explored alternative game modes and in game economy with prototyping using Essence Engine attribute editor tools.

Multiplayer Balance: Designed the balance systems for handling gameplay and content changes in the expansion including units, economy and abilities.

Sr Balance Designer

Sr Balance Designer

Faction Design: Collaborated to build out the Chaos Space Marine faction in multiplayer

Difficulty Tuning: Tested through various singleplayer scenarios such as different progression paths and wargear choices and provided difficulty feedback that directly resulted in changes to the campaign.

Implementation: Implemented many of the multiplayer units and their abilties using the attribute editor tools

Bugfixing: Using editor tools investigated and fixed 100s of data bugs

Balance Designer

Multiplayer Systems Design: Built prototypes for the multiplayer gameplay of Dawn of War 2. Key contributor in defining the key mechanics of the RTS game. Including the victory conditions, map objectives, Heroes, melee system, pacing and scale.

Game Modes: Provided testing and balance design consultation for the Last Stand game mode. A hero and score based wave survival mode. Balanced various heroes with vast arrays of wargear combinations

Faction Design: Collaboratively worked with the design director to define the 4 multiplayer factions Orks, Eldar, Tyranids and Space Marines.

Beta Testing: Worked with the community to manage multiplayer beta feedback and make iterations ahead of the full release of the game

Content Creation and Implementation: Built out the games units and abilites using the attribute editor. Did bug and balance fixes

Balance Designer

Third Party: Coordinated with a third party developer to upload the vision of Dawn of War.

Lead Balance: In charge of the balance of the product, worked with the third party developer to make unit tuning changes and faction design changes to support the game vision.

Data Implementation: Handled data implementation and testing using the attribute editor on live ops game updates

Community Outreach: Maintained connections within the Dawn of War community in order to produce live ops updates including investigating bugs, community requested features etc.

Balance Tester

Faction Balance: Balanced the British and Panzer Elite factions for the RTS expansion. Including the core gameplay, economy, units and abilities

Level Testing: Tested various multiplayer maps and made balance adjustments

Prototype Testing: Tested prototype units and abilities and provided feedback and balance design direction

Competitive Multiplayer: Maintained top ranks on the game and provided guidance on the competetive PVP systems including online features such as leaderboards, friends, custom games

Balance Tester

Systems Testing and Balance: Tested early prototype versions of Company of Heroes exploring in development systems such as commander trees, ability economy and capture mechanics

Faction Testing: Tested and provided feedback on the German and American factions

Level Design: Created prototype multiplayer maps and did iterations

Live Ops: Planned and tested multiplayer balance changes

Balance Tester

Faction Design: Tested and provided feedback on Necrons and Tau Empire factions including unit designs, faction mechanics, abilities etc.

Difficulty Testing: Played through singleplayer campaign on various difficulties to provide feedback around difficulty pacing and balance

QA: Did multiplayer testing and logged bugs for the dev team

Live Ops: Planned, tested and implemented the balance updates

Multiplayer Design: Provided feedback on the design of units and factions for competitive multiplayer

IP: Worked with design and games workshop to make sure that balance changes and unit designs fit within the IP

Balance Tester

Top Player: #1 ranked player on the ladder, got my career start because of it and design skills on Dawn of War multiplayer.

Teamwork: Coordinated with the other testers on the balance team to manage time and focus for balance testing.

Multiplayer Balance: Testing and design of competitive multiplayer 1v1 in Dawn of War. Played the game at a top level and provided feedback on balance.

Live Ops: Designed and tested the balance patches for live operations

Level Design: Built prototype maps using engine tools

Testing: Tested software and logged bugs