


Role: Game Designer
Major Contributions:
NERO Checkpoints:
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Scripting
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Level/Puzzle Design
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Combat Encounters
NERO Checkpoints are abandoned road checkpoints with medical testing facilities that were set up by NERO during the onset of the outbreak in order to stem the spread of the Freaker Virus. Players want to unlock the NERO Checkpoints, as they contain an injector the player can use to upgrade the characters stats (Health, Stamina, and Concentration)
Scripting:
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Led the development of the NERO Checkpoint systems that control all aspects of the NERO Checkpoints, including:
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Systems that interact with other open world systems, including:
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Enemy spawning
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Freaker Hordes
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Alerting nearby enemies
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Systems associated with the NERO Checkpoint power, such as:
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Gas generator
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Simple puzzles
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Loudspeakers
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Spotlights
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Level/Puzzle Design
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Led and collaborated with world artists to create and populate various styles of layouts for the NERO Checkpoints, including:
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Environmental puzzle focus
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Human Combat encounter focus
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Freaker Horde combat focus
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Combat Encounters
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Designed and populated combat encounters at various NERO Checkpoints for different enemy types, including:
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Marauders (Mid to long range)
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Rippers/Freaker (Melee focused)
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Freaker Horde (Overwhelming fast Freaker enemies)
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Puzzle/Horde:
Horse Lake
NERO Checkpoint Layout

Combat:
Rogue Tunnel
NERO Checkpoint Layout

Nero Checkpoint Puzzle
Nero Checkpoint Combat Encounter

Dynamic Open World Events (Ambient Events):
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Scripting
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Combat Encounters
Ambient Events are events that are populated in the open world using a systematic spawning system. They are designed to encourage the player to get off their bike and explore the world on foot.
Lead on the Ambush event types, which were created to force the player off their bike or force them to engage with open world content
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Iterated on and populated the Ambush event types, Including:
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Tripwire
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Sniper
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Car Bomb
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Snare trap
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Created, implemented, and populated a new Ambush event type, the Trunk Ambush
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Collaborated with an animator and fellow designer to implement the player and Freaker interactions
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When the player opens a trunk, there is a chance for a small Freaker to spawn in the trunk
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If it does spawn, it then jumps out of the trunk and onto the the player, attacking them
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The player must then mash a button to kill the Freaker
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Snare Ambush
Tripwire Ambush

Infested DLC Combat Challenge:
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Scripting
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Horde Combat
DLC Challenges were developed after the release of Days Gone. Each DLC has a focus on a specific system or gameplay type from Days Gone. When reaching a score milestone in the challenges, the player unlocks a ring or patch they could take into the main game to buff various aspects of the game.
Lead designer of the Infested DLC challenge, from concept to final implementation
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This DLC Challenge focuses on speed-running and optimization gameplay, delivering a unique experience outside of the core game
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Freaker Hordes are continuously spawning, heading directly for the player
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Players must burn nests to spawn a Score Zone, but the Score Zone time is limited
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While inside the Score Zone, each Freaker kill earns the player points
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Player must maximize their score using the limited number of Score Zones
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Collaborated with a fellow designer to learn the Horde system, populate and optimize Horde spawn locations
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Populated weapons, explosive objects, healing and crafting items in strategic locations around the environment to add player choice and challenge
Infested Challenge
Videos were not made by me and are the property of the creator.