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 WallIndependent 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.