My responsibilities
Game design
Defined and translated player experience goals into concrete mechanics, working within production constraints
Created 4 playable characters with distinct mechanical identities and clearly readable abilities
Built and tested character abilities in Unreal Blueprints and Niagara, exploring a range of combat roles from zone control to damage modification
Ran internal playtests and translated feedback into structured design iterations
Level design
Shaped map gameplay elements with a focus on player flow and spatial readability
Created a teleporter system giving teams a tactical route to their direct opponent, bypassing more contested areas of the map
Designed a mid-map objective requiring teams to split their members between activation and defence, creating simultaneous spatial pressure across all teams.
Design issue examples
Issue 1 - Map traversal and team isolation
Result:
Teams gained another viable route to the opposing team directly across the map without having to be funneled through more contested areas. In tests, players began accounting for the teleporters both offensively and defensively.
Problem:
There were only two options for getting to the team directly opposite, forcing players through contested space controlled by all four teams, or the zones with another teams base. It carried a disproportionate risk.
Solution:
I designed and positioned two connected pairs of teleporters in cross-map locations in the neutral zones between the zones with bases.
Issue 2 - Mid-map objective
Result:
The center area of the map gained a meaningful tactical focal point, providing a risk vs reward option the players enjoyed in playtest
Problem:
With the teleporter system, the centre of the map lacked a strategic purpose. Teams would either avoid it or contest without any clear intent or reward
Solution:
I designed an objective requiring two of a team’s three members to activate trigger plates simultaneously, triggering a countdown to a mapwide explosion that damages the other 3 bases. This can be interrupted by any two opposing players using the same trigger plates at the same time.