As a key contributor to one of the world's most iconic battle royales, I led balance, event design, and UGC initiatives that drove massive player engagement. From early-season meta tuning to bespoke modes, my work focused on systemic innovation and real-time responsiveness.
Lead Gameplay Designer
Senior Gameplay Designer
Challenges and Solutions: Scaling events for millions of players. Retention dips addressed with rolling LTMs, emphasizing approachable fun.
Outcomes and Metrics: Impostors increased retention 20%; MrBeast engaged 12.6M with $1M integrity; LTMs 30% retention/20% DAU lift; UGC tools supported 70K creators.
Reflections: These projects taught me the power of player agency and how to translate data into delightful retentive gameplay.
Gameplay Designer: Designed end-of-season events like the Rocket and Unvaulting. For the Unvaulting, I created real-time unvaulting systems syncing 24M global contributions across servers, ensuring worldwide consistency.
Challenges: Maintaining replication for millions; solved with master-server communication protocols, fostering emergent community excitement.
Lead Balance Designer (Seasons 1-11): Directed a team of 6 designers/analysts in analyzing and tuning gameplay metas. Developed hotfixing systems for quick patches without downtime, enabling industry-leading community response (exploit reductions within minutes!).
Process: Started with data dives (win parity metrics), iterated via blueprints in UE5, and tested with internal playtests; effectively collaborating with engineers for seamless collaboration.
Owned company wide organization and documentation for Turbo City Chronicles (open-world sim with cartoonishly exaggerated physics/AI) ensuring team cohesion as we quickly marched forward. Sourced a strong global talent pool, and managed a scrappy 7-person cross disciplinary team. Networked and spoke with countless investors to establish funding for development. Created and operated our Go to Market strategy for Turbo City Chronicles.
Reflections: Bootstrapped creativity in family-friendly systems with a HUGE learning curve to game marketing and self-promotion. Created a vast network of content creators in hopes of partnering for future release of Turbo City Chronicles
Analyzed balance for third-person action MOBA, ensuring fairness in character/item systems. Deep dove into character metas and itemization/cards, reporting on build strengths/weaknesses.
Process: Data analysis (win rates, synergies), recommendations for tuning, collaboration with design team for iterations.
Challenges: Balancing diverse builds; solved with tiered strengths/weaknesses, fostering strategic depth.
Outcomes and Metrics: Contributed to competitive parity, supporting playerbase growth before shutdown.
Reflections: This role honed my analytical eye for systemic fairness, influencing my later lead work.
Led a remote team through FPS arena shooter and horde mode prototypes (100+ enemy variants, progression unlocks). Built infrastructure for global collaboration, reducing miscommunication.
Reflections: Learned a lot about product market fit for game development and how to incorporate that into design. Gained deep experience with design documentation to ensure cross discipline cohesion as we developed.
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