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Role

  • Game Designer (18/12/21 - 08/01/2024)

Further Links

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Key Responsibilities

  • Worked on the Campaign for Warhammer Age of Sigmar: Realms of Ruin as a game designer, providing a wider expertise in Quest, Level and System design

  • Worked closely with team of coders to oversee the creation of new tools used to create the Campaign

  • Mentored new graduates in best practices, use of tools and development of in-game content

Overview

I joined Warhammer Age of Sigmar: Realms of Ruin during the late stages of prototype/early stages of pre-production and began by prototyping multiplayer maps using the level editor and providing input on various areas of the game's design. I was then given ownership over the creation of the initial campaign prototype, where it was determined that we would need a more efficient and designer-friendly method of creating the number of missions needed for the final game.

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As a result of this, I became the primary design point of contact for the development of a new in-house visual scripting system, working alongside a team of incredible coders to get this ready for wider design use. The tool was ultimately used to build the entire campaign.

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Using this tool, I created the new versions of the campaign prototype which was shown to Games Workshop and various press and influencers.

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I was also responsible for the design of numerous campaign missions, going through iterative stages before finally developing and focusing on 7 of the game's final set.; including the first two levels focusing on tutorialisation of many of the new concepts featured within the game. On all of these missions, I was responsible for designing the initial concept of the mission, the level layouts, mission rules, scripted event layouts, enemy encounters and boss encounters.

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Later in the project, we gained two graduate level designers who I got a chance to mentor; teaching them about the project, how the tools and systems worked and advising on best practices. I got to teach them how to use the new visual-scripting system, which they then used to implement the campaign's challenges, a feature that I took over the design of.

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I also supported the prototyping and development of various features within the game, including bastions and command posts, campaign interactables and more.

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Post-release, I designed and oversaw the development of the Unit Stance system, using player feedback and in-game telemetry as cornerstones for analysing the best way to implement the feature. I was able to work closely with various departments to see this across the line, with many discussions surrounding the UX of the feature.

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