
Released: 4th February, 2022
Studio: Techland
Platforms: PC | PS5 | PS4 | Xbox One | Xbox Series X | Xbox Series X | Nintendo Switch
Skill focus: System Design, Economy Design, Combat Design, Progression, Encounters, Game Modes.
Time spent on project: From October 2022 – Present
Engine and tools: Proprietary engine and scripting system.
Summary of Contributions:
Feature Owner and designer for multiple big features during the post-launch improvements phase of the game. Successful features include: Tower Raid, Bows and Ranged Weapons, Nightmare Mode, Weapon Repair, Weapon Crafting and Upgrading, Nocturnal Weapons. I was responsible for designing and implementing these features and they not only improved the game, but also resonated well with our player base scoring an average of 85% on surveys. I also revised and improved the global economy of the game to make sure that the above systems do not disrupt the global economy of the game.I contributed and helped improve the combat and the night system of the game. I created the initial prototypes for the night changes and also designed and created new weapon types.

Released: 25th May, 2023
Studio: Daedalic Entertainment
Platforms: PC | PS5 | PS4 | Xbox One | Xbox Series X | Xbox Series S
Skill focus: Leadership and vision collaboration, audio and gameplay feedback, audio and gameplay QA.
Time spent on project: 1.5 years between February 2021 and September 2022.
Summary of Contributions:
As the lead for multiple QA teams, I ensured that our development team had clear, actionable tasks and contributed to vision meetings where I shared ideas with various departments. My role required maintaining design documents and ensuring alignment with the game’s strategy and visionI also designed testing processes for the QA teams under my leadership in order to ensure an efficient and effective feedback loop to the rest of the team.

Released: 2016 for PC, 2020 for Mobile
Studio: Dorado Games
Platforms: PC | Android | Apple
Skill focus: Leadership and vision collaboration, audio design and implementation, audio and gameplay QA and feedback.
Time spent on project: 22 months between April 2019 and January 2021.
Summary of Contributions:
As the sole audio designer on the team I was responsible for designing, editing, mixing and mastering all of the audio material used in the game, both online and mobile, and in the promotional material. I also supervised the implementation of audio for both the PC and the mobile version of the game.
As Lead QA I was responsible for coordinating the QA process of testing features and bug fixes while also gathering data for gameplay and in-game economy balancing. I also frequently contributed ideas to the map design team to create interesting gameplay situations.