Contract Game Designer | October 2022 - April 2023, August 2021
WWE 2k22 / WWE 2k23
Worked on the narrative design team creating the MyRise story mode.
WWE 2k22 (08/21)
Reviewed files for technical viability & narrative accuracy.
WWE 2k23 (10/22 - 04/23)
Added animations to cutscenes using existing gestures.
Playtested and gave feedback on gameplay & narrative feeling.
Contract Systems Designer | September 2021 - May 2022
Worked on the Vanguard Epsilon team, providing design support for the Vanguard teams working on seasonal & event content.
Season of the Risen (S16)
Implemented seasonal triumphs from documentation/frameworks and familiarize myself with the investment systems.
I also did a lot of playtesting to help better familiarize myself with the content and learn how to best communicate my design ideas. In addition to that, I also fixed bugs related to Season of the Risen content as they came in.
Guardian Games 2022(S16)
A large chunk of my work in this event was in building the GG medal tracking pages, using the existing designed medals and my knowledge of the investment systems to set them up properly. I familiarity with these systems also allowed me to pick up a few other investment related features, such as emblem metrics that worked in an atypical manner.
I also did a lot of playtesting to help vet the content for quality and better understand how my changes impacted the event. In addition to that, I also fixed bugs related to Guardian Games content as they came in.
Solstice 2022 (S17)
One of my biggest accomplishments while at Bungie was getting to design and implement the new Solstice challenges introduced with the new event pass. These challenges were a significant part of the core loop of the event and a significant part of the event pass players could buy, so I needed to create challenges that worked for both sides.
I did this by creating challenge tiers, with an emphasis on multitasking, letting players complete multiple challenges at once. Using this approach, I was able to create challenges that let players feel clever for optimizing, but also space them out so they lasted over the event timeline. I also wanted to find a way to add some skill challenges into the game, as I feel recognition of these skills isnt something we should ignore. Since all the challenges allowed you to unlock the seal, I was able to make gilding challenges that tested players skills in relation to event activities.
As mentioned above as well, since these challenges were a part of the event pass, I spent a lot of time collaborating with various members on the commerce team. This ranged from helping support their QA for proper testing, to getting support from their engineers for unique bugs, to aligning on their specific design philosophies.
I also did a lot of playtesting to help vet the content for quality and better understand how my challenges impacted the event. In addition to that, I also fixed bugs related to Solstice content as they came in.