Genre: Multiplayer PvP Runner
Studio: Sumo Digital Newcastle
Partner(s): Secret Mode
Platform(s): PC
Engine: UE5
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Rapid Prototyping: Taking resources from Hood and leading a small prototyping team building a new locomotion-system for the studio. Building wireframes and GDDs for mechanic and concept iterations, while running internal playtests to encourage a collaborative environment across projects.
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IP Building: Championing the original set of parkour-survival pitches, adapting prior concepts and creating a design blueprint alongside the Design Director. Collating user research data to harden concepts and produce A/B product showcases to pitch to publishers.
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Locomotion Design: Creating and balancing early movement-based abilities to embrace the pillar of flow and refine accessibility using market research data. Supporting junior staff in creating features for balancing player-skill levels. Providing milestone UX reviews to aid refinement of signs & feedback to offer a cohesive and rewarding experience.
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Progression: Creating market research decks analysing genre competitors to support the Progression team and ensure each player type remains engaged and rewarded on regular intervals (second, minute, hour, session, …).
Genre: Team-based Multiplayer Stealth Action
Studio: Sumo Digital Newcastle
Partner(s): Focus Entertainment
Platform(s): PC, PS4, PS5, Xbox One, Xbox Series X/S
Engine: UE4
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Combat Design: Balancing the Rock/Paper/Scissors design match-up, introducing Perks that fulfil "hidden roles" to promote player discovery and community sharing of character-build information. Introducing the 5th Character based on live data to fill gaps in team dynamics.
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Progression: Designing hour-to-hour retention through content such as Perk unlock, Daily Challenges and Lore Tapestries to fill out an overarching progress towards future updates. Overhauling legacy second-to-second / minute-to-minute engagement loops to address gameplay pacing and balance as per playtest and community feedback.
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Mission Design: Pitching the onboarding scenario for the Player, rapidly iterating the concept through a custom visual-scripted system and evolving into an Opening Mission encounter to showcase each Hero 3Cs and the unity pillar.
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Live Ops: Co-designing a PvE Hardcore Game Mode (Domination gameplay) to promote engagement across Player Types, redesigning the original PvP Mode to embrace the Game Pillars and UX for supporting team/objective play. Representative for Twitch promotional material and studio co-champion for update showcases.
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UI/UX: Localisation owner (12-Languages), wireframing Game Modes and Progression via Visio and built in UE4 UMG.
Genre: Multiplayer Competitive Anti-Gravity Racing
Studio: R8 Games Ltd
Partner(s): -
Platform(s): PC, PS4, Xbox One
Engine: UE4
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Combat Design: Balancing obtainable hovercrafts and upgrade parts through playtest data, designing Perk builds to propose a playstyle per Player Type.
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Level Design: Creating Track templates and map variants, rapidly iterating Pickups and Speed Boosts to create an optimal racing-line and contesting points for competitive play.
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Progression: Pitching and prototyping a Campaign Mode to provide progression through stage variations and interactions from rivals to promote growth. Building various Game Modes rulesets through visual script: with additional signs and feedback via UE4 UMG UI.