I joined Blizzard on an unannounced sci-fi third-person shooter, contributing to campaign mission design, encounter design in a highly collaborative AAA environment. My role combined hands-on implementation, senior design ownership and team building. I helped translate high level campaign goals into playable mission content, readable combat spaces, and authored gameplay moments that support the broader creative direction of the project and sold the vision of the campaign to executives.
Campaign Mission Design
Owned and developed mission content from early layout and encounter intent through scripting, iteration, and polish, with a focus on fluid combat, player agency, and visual spectacle.Encounter and Combat Flow
Drove the creation of encounter tooling and workflow with a focus on defining best practices and core combat identity for the campaign.Cross-Discipline Implementation
Work closely with design, engineering, art, animation, narrative, and production partners to create work flows and examples of large set pieces that will define the campaign experience.
At Octopus Panic Games, I served as Lead Game Designer on an unannounced shooter built around new IP development and AI-driven content technology. The project required both design leadership and hands-on execution: defining the core player experience, establishing early design pillars, building practical Unreal Engine workflows, and helping shape a scalable content pipeline from the earliest stages of development.
New IP and Core Gameplay Direction
Led early design direction for a new shooter IP, helping define the project’s core values, player fantasy, gameplay pillars, and prototype goals through iteration and playtesting.Design Pipeline and Unreal Workflow
Developed design department workflows, tools, and implementation practices in Unreal Engine to support faster prototyping, clearer ownership, and scalable content creation.Leadership in an Early-Stage Studio
Helped structure the design effort during a formative stage of the company, balancing creative ambition, technical opportunity, production constraints, and the practical needs of a small team.