I worked as a Senior Game Designer on No Rest for the Wicked.
• Designed multiplayer town upgrade system, enabling asynchronous group contributions towards shared goals and rewards.
• Designed multiplayer quest system, including systems accommodating shared progression and rewards.
• Hands on prototyping and design of reactive NPC behavior and interactive narratives.
• Designed and wrote quests with branching narrative and gameplay.
• Guided collaboration amongst engineers, animators, technical artists.
• Crafted in-game vignettes, named character behavior, vendor interactions, ambient world-building.