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Game Designer

 

Main Responsibilities:​

​- Design Team Lead

- Level Reviews

- Level Design
- Game Flow Scripting

- Environment Whiteboxing

- Multiplayer Synchronization

- Bug fixing

- etc. This was a many-hats projects​

I joined House of Ashes right from the early stages of pre-production, and stayed on through to the post-release patches. Priorities shifted heavily throughout this development cycle, with my initial responsibilities being whiteboxing environments and assisting with the script flow and pacing.

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Once we moved to the main production phase I took on the role of team lead reviewing work and helping develop about a third of the game's levels. Much of this time was spent sorting out mocap data and developing cinematics, as well as fleshing out the game's progression. This meant a lot of time was also spent figuring out how to time split-narrative routes in order for multiplayer synchronization to remain smooth, when there was potentially a lot of variance in the paths.

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This has been my favorite project to work on so far. Getting on at the very beginning of pre-production and seeing it through past release and into the patches taught me more than any other project.

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