Civ Royale
I worked as a game designer with Roamer Games from April 2023 until the end of August 2023. I focused on designing features for monetization, refining existing features, and adding content to the game while in early access to stabilize it for a 2023 release.
Content Generation
Create fun and historically relevant characters that players will engage with
Find references and artwork to guide art team
Optimize stats, abilities, and flavor to provide engaging combat
Economy Balance
Adjust economy values based on product needs
Ensure that players have access to content both as paid and F2P players
Optimize progression and content to ensure monetization routes are effective
Documentation / Tracking
Document and update existing features as they are developed
Ensure library of mock ups, specs, and spreadsheets is current and accessible for engineers / marketing / QA
Feature Design
Create and adjust existing features based on player interest
Assess market viability and research player interest
Create specs and support developers as features are implemented
Mock Ups
Design UI / UX experiences as wireframes before handoff to artist
Ensure mock ups cover all feature needs and flows prior to engineering handoff
STAR TREK TIMELINES
I worked at Wicked Realm Games from June 2022 to January 2023 as a game designer. My primary project was Star Trek Timelines, a mobile and PC game released in 2016. I created live-ops content, then transitioned to feature specific work for an end-game addition.
Live-Ops Content
Create character art briefs based on IP adherance
Design ship abilities, flavor text, and equipment loadout
Provide art reference / generate ideas for 2D artists
Adjust content based on live-ops production calendar
Ticket Economy Design
Create a ticket system for end-game feature
Work with existing currencies to maintain balance
Enforce spending while ensuring reasonable daily access for players
UI / UX Improvements
Improve flow and user experience within Unity
Update modals and panels based on new features
Implement designs using C# with engineering team
Pitch Creation
Create new pitches based on existing / non-acquired IPs
Assess market viability and research player interest
Discuss content with other designers in weekly roundtable sessions
Provide analysis and study of existing games to identify strengths and weaknesses
End-Game Feature Work
Design content based on IP to satisfy long-term players with well-established interests
Ensure new feature balances against other existing features
Add QOL improvements to existing release
Work with player support and engineering to identify potential problem areas for account tracking
Work with narrative writer to establish tone, theming, and content delivery
Pride and Prejudice Illuminated
I joined Minerva Interactive in 2018, and joined the team as a Unity developer. The project was a big one—I had to rebuild a demo prototype as a functional game, and scale it to accomodate the intense asset count. I assisted with design, production, QA, and marketing tasks throughout the project’s lifespan, and helped release it to Steam in December 2020.
Drag and Drop Dressing
Role: Developer / Designer
Daily Interaction Design
Role: Designer
Build a sophisticated and adaptable drag and drop system as the highlight feature
Ensure system works with several hundred assets
Build-in scalability for long-term content drops
Update UI within individual areas to increase player exploration
Production Support
Trailer / Media Generation
Role: Producer
Created graphics and media marketing material for Steam / social media advertising
Updated trailers and iconography for website, storefront, and Seattle Indies Expo submissions
Create daily methods of engagement, like letter delivery / novel reading systems
Update these systems based on existing design intent from prototype
Ensure player can navigate throughout each system without becoming blocked
Update team and content on daily progress, and maintain documentation accordingly
Rework asset files in order to facilitate paper doll style using self-created templates
Establish dates and timelines based on individual team needs
Update project needs and deadlines based on QA / bug fixes
Role: Producer
Prototype Upgrade
Role: Developer / Designer
Take a demo version of the game and expand it to full release
Identify areas needing long-term infrastructure and rebuild them
Adapt and update UI / UX flow as features are added and removed
Work with art, QA, design, and production to maintain source material fidelity