Over the course of 10+ years, oversaw the end-to-end lifecycle of 40+ major World Zone, Story, and Dungeon expansions in the Elder Scrolls Online. Managed multiple teams (Content, Narrative, Encounter, Dungeons, Monsters) and led a diverse department of 40+ designers, maintaining a rigorous production schedule that supported a decade of continuous growth and reached millions of players.
▶ Official Trailer - ESO - Battle for the Writhing Wall
Worked on initial zone pitch, Zone Design Document (Zone Story, Objectives, Public Dungeons, & Delves), Zone Map and Layout. Reviewed and provided feedback regularly at every phase from pitch to Live release.
▶ Official Trailer - ESO - Return of the Worm Cult
Worked on initial objective pitch. Implemented quest in-engine. Created paper Level Design map and coordinated with Level Design. Regularly iterated, reviewed, play tested, and provided feedback at each phase through Live release.
▶ Walkthrough - ESO - Corelanya Manor
Worked on initial Repeatable Content Plan and pitches. Implemented multiple repeatable units of content in-engine. Regularly iterated, reviewed, play tested, and provided feedback at each phase through Live release.
Worked on initial pitch with Zone Lead. Created initial encounter prototype and draft. Created paper map and worked with Level Design on initial draft. Regularly reviewed and provided feedback to content, fiction, encounters, & world building at each phase through Live release.
▶ Official Trailer - ESO - Battle for the Writhing WallStarting with the idea of testing a game loop and using AI to create mission ideas, this tool generates stories and plots story locations on a map, and allows the designer to test the results in a gameplay prototype.
Here are a few examples of generated non-linear missions. Using prompts, locations, and connections to help test the theme, evaluate the core gameplay loop, and iterate on mission ideas.
As chief detective you send agents to locations around a city map following clues, fighting gangsters and solving cases.
▶ Example Video: 1930's Detective Noir Mission
As captain you and your crew battle pirates and travel to locations around the sea in search of booty.
▶ Example Video: 1700's Pirate Voyage MissionAs a captain in the Special Investigations unit, complete missions and reveal clues by sending your agents or travelling personally to locations and investigating. Fight gangsters and follow the trail of clues to succeed.
Independent technical development focusing on UE 5 systems, Blueprint engineering, and AI architecture.
Objective: Steal the jewel and escape without setting off any alarms or getting caught by the guards.
Objective: Defeat the drones within the time limit without dying.
Objective: Team deathmatch mayhem with vehicles and vehicle addons.