


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.
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.
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.
