Hearthstone

Implemented multiple chapters of the Book of Mercenaries and Book of Heroes Solo Adventure content. Designed and implemented heroes, hero powers, treasures, game systems, and features for the new Duels game mode. Built and designed the Village Task system for the newer Mercenaries game mode and provided technical support for new heroes and treasures. Designed and implemented Prologue adventure for the new Death Knight class.

Red Dead Redemption 2

Created new AI behaviors and systems, added functionality and features for new missions, and implemented general gameplay scripts for the Frontier Pursuits DLC, Moonshiners DLC, and The Naturalist DLC.

Unannounced Project (ARPG)

Worked on designing and implementing all 30 characters and their abilities. Led playtesting sessions for the team, gathered feedback, discussed findings with other designers in order to tune class combat, mechanics, abilities, and level layouts for better game balancing. Created new game modes, gameplay, characters, and general combat design in order to setup a demo to be pitched to publishers, which was greenlit in order to create a full prototype.

Project V "Vessels of Rath" (ARPG)

Created the design document for a new mini-boss to be used in the game and made a document auditing the current combat system and detailed possible direction and comparisons to other games. Set up a behavior tree, combat behaviors, and abilities for the mini-boss. Used data tables to control the hit info, character data, animations, as well as the combo system. Used UE4's Environmental Query System with this character to better control and score reactions to events during combat to make combat feel more realistic.

Unannounced Project (PSVR)

Worked on the design team as a technical designer to create the GDD as well as prototypes and pitches for weapons, skill systems, enemies, and gameplay systems. Was put in charge of the enemy team (AI, Combat Behaviors, Abilities) and worked closely alongside the art and animation teams for each enemy.

Implemented behavior trees, set up behavior states, perception system, and aggro management, and handled most AI-related tasks for the project. Created a hit reaction and stagger system that use a hit location map to deal damage to specific areas, light up the area for damage indication and trigger a stagger animation if applicable. Set up an armor system to modify incoming damage and to break off individual pieces once thresholds were reached.

StarBlood Arena

Implemented all weapons used for four out of the nine ships, as well as features and bugs for multiplayer, UI, audio, and localization. Worked closely with the design and art teams to make requested updates. Helped work in a design role near the end of the project to update and balance various ships and game modes for patches. You can find a link to the game's website here.

Embers of War (PC/Steam)

I came on board half way through the project to help update the single player only gameplay and functionality into both multiplayer and single player. Added a new loadout system to handle player inventory, weapons, and abilities. Created a wave-based enemy spawner system that would move down set paths, spawn different groups of enemies at specified intervals, spawn enemies at set locations, and delay spawning if no available spawn space. Worked closely with the design team to implement and iterate on new features.

Ghostbusters

This was a company Unreal Engine 4 project that I worked on at Fireforge Games that was developed for the PS4, Xbox One, and PC. I was responsible for working on AI, cameras, gameplay, and technical issues and creating the camera used for in-game footage in the trailer on Steam. Used a combination of C++ and Blueprints to fix bugs, troubleshoot and debug issues and exposed features to Blueprints for our designers to use.

RTS Prototype

A company RTS prototype that was made in Unreal Engine 4. I worked on the buildings, the resources and resource management, unit attributes, and gameplay abilities, implemented teams, and created the RTS camera and movement features as well as the map that was used.

Shadowrun: Crossfire

This was a card game that was made for an RPF for Shadowrun: Crossfire. I was responsible for all of the UI in the game. Created the GDD for everyone to work from and worked with leads and managers on the proposal that was sent out. Helped pitch the idea for this demo to the client along with a few others.

Crazy 88s

A Unity card game project that was created with a few friends. I was responsible for all the UI used in the game and worked on some of the gameplay bugs and issues that came up during the project's lifetime.