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.