For S15, I served as a feature lead feature for the weekly capstone activity, the Shattered Realm. I created and maintained feature specs, targeting an experience that will evolve week over week delivering on the seasonal themes of wayfinding and mysticism, featuring classic Destiny action while also introducing a bevy of optional secrets, abilities and questlines totaling 9-weeks worth of seasonal content. I hosted meetings with Area leads and CD to ensure the activity is meeting seasonal themes while supporting the needs of S15 as a whole. I worked with external dev teams to ensure dependency requests were on-track and within budget, adjusting scope accordingly. I created 2D maps for all three branches of the expansive Shattered Realm to help inform Art of how we can pace the crit-path, secrets, and optional encounters week-over-week, as well as jumped into the map’s nodeset to flesh out branches with additional Ascendant Realm geo. Created encounters and encounter prefabs to be leveraged throughout the season and future content. After generating backlog of tasks for myself and collaborators across all milestones, regularly check-in with Production to groom backlog and match the rapid development pace of seasonal content.
For S13, assumed Feature Ownership of the Presage mission after the activity reached its Experience Complete milestone. In addition to suggesting and implementing critical level design feedback preventing player exploits from undermining select encounters, I coordinated with Production, Triage, and collaborating departments to prioritize and burn-down a high volume of bugs ranging from tagwork, objects, chicken-switches, missing strings, reward tables, player-pathfinding, scripting, etc, ultimately closing out Presage and
shipping to quality.
shipping to quality.
For Beyond Light, owned and delivered the first Lost Sector to feature friendly AI combatants, Bunker E15, within the first 2 months of joining the studio. Experimented with game objects, pattern creation, and component usage amid discussions with Art, Narrative, and VFX for establishing the Lost Sector’s themes, landing upon the Braytech Exojacks as a mechanic-driven solution to both challenge the player expectations of Lost Sector gameplay and also meet the narrative goals of a lost Europa colony failed by Bray’s legacy and machinations. Received leadership approval for Spec and opened the Europa map for the first time only 3 weeks prior to Art-Finishing milestone, successfully architecting geo using actual palette pieces and rapidly moving onto experience compete milestone coordinating meetings with audio/lighting teams to determine budget for additional flourish. Also drove the remaining Europa Lost Sectors through encounter complete and experience complete milestones.