The following is an overview of published work in past milestones and is not comprehensive of my duties or work that is not made public at this time.
The following is an overview of published work in past milestones and is not comprehensive of my duties or work that is not made public at this time.
Selenopolis: Markeplace of Ideas
Collaborated with the strike team to craft the gameplay beats of this arc, with puzzle and combat experiences for four mini-dungeons and one final boss encounter with four phases. Designed and implemented enemy behavior for street combats and 10 boss encounters.
The Forbidden Library Gauntlet
Collaborated with the strike team to craft the gameplay experience of this one hour dungeon. Designed and implemented 7 combat encounters. Modeled and implemented dungeon's reward economy.
Wallaru
Designed and implemented all street combats and 11 bosses for main and sideline content.
Deconstructed how the original tutorials were made, then authored and scripted new tutorial quests for combat systems in Lua.
Used existing combat tech to design and simulate a behavior tree for native boss encounters. I then templatized and documented this tool for all systems designers to adapt for their encounters, and remain the point person to teach and iterate on the tool as needs evolve.
This improves the combat experience for all future questing content, presenting players with an appropriate challenge that will react to the board state rather than acting at random.
What is this character's story? What is their place in the narrative? How can that be translated to an engaging puzzle or challenge with combat mechanics?
What are the conditions for each action or reaction? How do the combat barks communicate to the player what is happening?
Is this combat rewarding? Is the intended player behavior being properly communicated? Are the enemy's actions readable and supporting the narrative?
Adapted existing gameplay tech to create a new companion-collecting combat experience.
Players first oppose each companion in battle to unlock them for the final fight
Upon entering the Rogue Theater to face off with the Bard, they can choose one companion to join them in battle per boss phase
Players must use the puzzle solution they learned in their fight opposing the companion to trigger that ally's special attack against the Bard
Bodleian Harrow has stolen the Unreadable Book and now has access to "forbidden" spells.
Players fight the goddess of Night in an encounter hidden behind a cooperative puzzle.
Wally is the Australian Where's Waldo. In this puzzle boss fight, players must identify the real Wally out of a group of three identical fake Wallys, before defeating the real Wally in combat.Â
Bringing back the public boss fight, a type of encounter from early Wizard101 worlds, this is a challenging fight hidden behind a secret pet door that wizards of any level can join or spectate.
Defeating this boss provides a clue for the final Krokosphinx's riddles.
In their journey through Wallaru, players fight figments of emotion on their quest to free Daesin from his existential crisis.