Primary Responsibilities:
Key creative driver of holistic campaign experience, critical interface point between narrative, art, and design to deliver Definitively Destiny Campaign experience to end Light and Dark saga
Continuous integration and iteration of ongoing systems feature and narrative elements as they came online
Partnered with production to manage schedule and scope of self and campaign mission designers for all missions and post-Raid 12-player mission
Key leadership delegate through Critical Focus Area, Expansion Focus Area, and EEEP (Test Focus) Process; drove individual revision work with team akin to strike team initiatives
Advocate and vision holder for Saga (New Cooperative) Campaign Feature
Responsible for aligning 100's of stakeholders and nearly all devgroups across the company on the development of The Final Shape campaign.
Outlined critical narrative beats between the player journey and gameplay design, aligned teams on flow and pacing, and ensured beats were presented to the player at a high quality bar.
Mapped player journey and mission lines across destination and worked with design team to plan missions through the Destination.
Worked with team to identify, document, cost, and approve all stakeholder dependencies.
Major IC Contributions:
Activity Design Owner for Mission Temptation: Designed mission around "Trailblazer of a Twisted Landscape" theme, including a number of combat beats, puzzles, key narrative beats, dialog, player guidance and accessibility, difficulty tuning, playtest iteration, and new combatant type introductions.
Activity Design Owner for Mission Exegesis: Designed mission around "Light & Dark Potion Brewing" theme, including a number of combat beats, puzzles, key narrative beats, dialog, player guidance and accessibility, difficulty tuning, playtest iteration, and new combatant type introductions.
Key contributor to mechanical flow and implementation of final mission boss fight and iteration on player escape.
Key contributor to combat flow, mechanics, and implementation of final mega-fight in all new 12-player activity paradigm against the 10-year Saga villain.
Specced, validated, and greenlit back-of-box feature for Cooperative Campaign missions which featured Teamwork-Required puzzle solving, replacing obsolete team spend on older features and filling a player need in the Destiny ecosystem after analyzing player metrics.
Feature owner and implementer of difficulty options and difficulty tuning for Legendary Campaign difficulty and Cooperative Campaign missions.
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