UNANNOUNCED PROJECT

While I am unable to discuss the nature of my current project, I can disclose my core responsibilities.

  • Working with the Lead Quest Designer to establish core Level and Mission Design philosophy, creating a template for what “good” looks like in order to maintain high quality standards.

  • Design, implement, playtest, and art pass level layouts and missions.

  • Establish production pipeline and feedback loop between quest team and art team - a first at Kabam.

  • Design the core quest (content delivery) system with minimal development support and a short timeline.

  • Working with the core gameplay design and engineering team to create game mode archetypes and tools in service of the quest team needs, both present and future.

  • Writing Character, faction, and world fiction.


CONTEST OF CHAMPIONS

My work on Contest of Champions over the last 3 years has allowed me to use my Level Design background to create engaging Quest Layouts, Encounters, and content for new players and endgame players alike. My experience in writing and storytelling has also enabled me to work with our art and creative director on the creative vision for the game and contribute to franchise writing. All of this requires me to have a strong sense of vision, and keen communication skills to ensure the live game experience is consistently excellent.

  • Owned design of cooperative alliance mode, guiding direction in alignment with the rest of the game and other modes.

  • Design lead to a team of 4 designers working on endgame content.

  • Designed multiple new features, big and small, working with other disciplines to iterate and ship.

  • Wrote quest narratives and marketing scripts.

  • Part of internal story group dedicated to guiding long-term franchise narrative/creative direction.

Below: a narrative marketing piece i wrote and helped direct.

Below is an overview of “Alliance Quests” - the mode I lead for a year and a half.