Live Content Game Designer | September 2023 - Present
Creating live content for Ultimate Team (UT) game mode.
Focus on Player Card creation & temporary event content design & implementation.
Program design was one of the most impactful ways I created content for CFB UT. For those not familiar with the mode, the structure is a game on a yearly cycle, where cards become increasingly powerful as the year goes on. The way players acquire these new cards is typically through what we call Promos. Promos are temporary content events with the goal of stringing together the latest content under one banner, generating hype in the process. As the Promo Owner, we are given a name and some high-level guidance, such as what volume of content we can expect, then set free to see that content designed and made.
The structure for this had me typically starting with ideating & prototyping ideas, with frequent meetings to ensure alignment and scope with ICs on the various content they would work on (art, QV, production, other game designers, etc.). Design-wise, this usually involves producing a unique mechanic for player cards & creating ways for players to engage with the collection of these cards, through rewards and/or game modes. I really pride myself on having outside-the-box thinking and really pushing the extents of what we normally offer within programs, with a personal interest in creating value for players through gameplay. Once a promo design is locked, your role shifts from designer to steward, as you typically don’t contribute content to your own promos. So, I would typically focus on making sure ideas stay aligned, giving feedback on implementation, and answering any questions stopping the content from going live.
CFB 25
Legends
Legends: Unleashed
Rivals
College Football Playoffs (CFP)
Gods of the Gridiron
CFB 26
Alumni
Legacies
Blue Chip
Rivals
New Year, New Crew
Spring Break
Game Changers
Game Changers Vol. 2
CFB 27
Coming soon :)
All my physical contributions to the mode come in the form of player card creation. This is segmented into three main parts: Name Selection, Card Creation, and Novel Mechanic Additions. Name Selection is all about selecting the names of the real-life players we are going to make improved cards of. This part takes a fair amount of up-to-date football knowledge to know which players are relevant, as well as coordination with other player card designers to ensure we aren’t releasing too similar names/positions/teams/etc.
The next part, Card Creation, put the cards in-game. The meat of this part is doing the ratings, as you would need to go through all the cards and set stats relevant to the current meta as well as based on how they play the game in real life. This is then followed up by the less frequent Novel Mechanic Additions, depending on the promo design you are making cards for, you may have extra mechanics you would need to figure out how to implement, ranging from standard stuff like chemistry's to more complex additions like create custom player archetypes. It’s usually a grab-bag of difficulty, but super fun to solve problems around.
Contract Game Designer | October 2022 - April 2023, August 2021
WWE 2k22 / WWE 2k23
Worked on the narrative design team creating the MyRise story mode.
Reviewed files for technical viability & narrative accuracy.
Added animations to cutscenes using existing gestures.
Playtested and gave feedback on gameplay & narrative feeling.
Contract Systems Designer | September 2021 - May 2022
Destiny 2
Worked on the Vanguard Epsilon team, providing design support for the Vanguard teams working on seasonal & event content.
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.
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.
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.