Systems Design
Below is some of the better systems work I have done over the years split into their respective projects. Included is also some economy design and social systems work that I have done. You can click their titles to visit their page.
Skills: Gameplay Systems, Networked Systems, Randomization
For the Janthir Wilds expansion, I was in-charge of designing and creating the mount which required several new complex systems. With the added loss of most of our information on how to create mounts, I did the work of learning then teaching the rest of the company about our engine’s complicated mount system.
Guild Wars 2 - Janthir Wilds’ Rewards
Skills: Economy, Balancing, Reward
As a systems forward game designer at the company I can be tasked with working on a different team to help them for a bit, and for Janthir Wilds I spent some time over on the Rewards team. I was in charge of the reward systems for the Warclaw, and revitalizing aspects of our reward economy.
Paradigm Found - Systems / Economy
Skills: Gameplay Systems, Mission Systems, Loot / Gear, Crafting
Over 4 months I worked on an idle game which had a deep complex web of an economy linked to a randomized mission system. I was contracted as a game designer helping to establish the direction of it’s entire economy, it’s loot / gear attributes, crafting systems, the randomized mission system, and the overall game loop. I also built a small prototype for them in Unity to simulate how the mission system would work.
Various Social / Multiplayer Systems
Skills: Large Scale Social Systems, Experimental Game Design, Documentation
When I was working as a sort of game design consultant for multiple clients and marketing assignments I made a lot of large scale social systems and multiplayer games. A lot of these games and experiences were designed to cater to gamers / non-gamers, allowing anyone to participate and be engaged. Some were pitched and prototyped but didn’t enter full production due to a shift in project direction.