Professional Projects

On FBC: Firebreak, I collaborated closely with the design and development teams at Remedy Entertainment during the early stages of the project. This included in-person design sessions where we spent several hours in focused discussions to help define the core gameplay loop and foundational mechanics. I ensured that all ideas were thoroughly documented, either for future iteration or to develop into comprehensive design documents for cross-disciplinary collaboration.

Later in development, I was tasked with contributing to Enemy AI Behaviours, specifically focusing on systems for enemy detection and hit registration, helping to shape responsive and engaging combat encounters.

FBC Firebreak - 2024

AAA Franchising Title 3 - 2024 (Release date TBA)

On AAA Franchise Title 3, I was responsible for designing the look, feel, and sound of first-person combat abilities. This involved extensive research into hand movement, flexibility, and even perspiration to ensure a grounded and immersive player experience. I explored a range of energy and ability types, developing detailed documentation to communicate the design vision. These documents guided cross-disciplinary teams, including Art, Engineering, Animation, VFX, and SFX, to align on implementation and execution.

In addition to ability design, I was tasked with developing Enemy AI Behaviours. This required in-depth research into previous titles in the franchise to maintain consistency in tone and enemy identity, while also modernizing AI responsiveness and combat behavior. The goal was to create enemies that felt familiar to long-time fans but brought a new level of challenge and engagement through improved reactivity and playstyle variation.

As a Generalist Game Designer, I was responsible for developing the Animal AI Behaviours that brought the open world to life. This involved setting up detailed sight, hearing, and touch perception systems for a variety of animal types, with some species requiring multiple sensory layers to create more nuanced, realistic responses. I collaborated closely with the animation team to ensure the AI reactions were not only mechanically functional but also visually believable and immersive once triggered.

Later in the project, I transitioned to designing enemy NPC combatant behaviours, focusing on seamless integration into the game's unique combat scenarios. This included implementing a bark system for communication and coordination, a detection system for engaging the player based on environmental awareness, and a dynamic cover system to enhance tactical decision-making during encounters.

AAA Franchising Title 2 - 2023 (Release Date 2026)

AAA Franchising Title 1 - 2022 (Release Date TBA)

As a Game Designer, my primary responsibility was to design and balance a comprehensive RNG loot and weapon attachment system. This involved creating all the data assets for various weapon attachments, defining their rarity tiers, damage types, and modifiers, and organizing them into a scalable system that could be looted, equipped, and integrated seamlessly into gameplay. To ensure proper balance, I built and maintained detailed spreadsheets to track and fine-tune the system over time.

In addition to systems design, I was tasked with developing the weapon crafting and workbench gameplay loop. This included designing the look, feel, and functionality of the crafting interface, drawing inspiration from similar features within the franchise while introducing original improvements. I produced multiple UI mockups and prototypes, which were tested, iterated upon, and refined to ensure a satisfying player experience that fit both mechanically and thematically within the game.