Senior Game Designer
CurrentCurrently working as a Combat Designer on Diablo 4, with a focus on Encounters (monsters, bosses, scripted fights, etc.)The majority of my content has been boss fights--I've worked on over two dozen of them including all Stronghold bosses, all Capstone-Dungeon bosses, a couple Campaign bosses, Act bosses, World bosses, Activity bosses, and Repeat-Dungeon bosses. I've also developed multiple monster families--these are the smaller monsters that make up the bulk of combat in the open world and dungeons.As part of the monster making process I work closely with other departments like Story, Animation, VFX, Sound, Concept, Programming, etc. to create a shared vision, and lead everyone in making a creature that not only plays well and appropriately challenges our audience through gameplay, but that highlights the talents and imaginations of the many skilled developers on all these teams.My personal tasks revolve around conceptualizing kits, prototyping abilities, creating the creature's AI/Behavior, managing the big picture goals and direction for the feature teams working on these monsters, and maintaining strong back-and-forth between individual team members (concept, animation, vfx, sound, etc). Abilities and AI are largely scripted myself using our robust engine, with help from programming for more intricate asks.I have the most fun working with teams of developers creating entirely new content, but I also have a good amount of experience working solo and creating unique fights out of recycled assets. At every job I've had, finding ways to get the most bang for buck out of our budgets has a key factor in developing content. Whether it's making something new with the intention of easily re-using parts of it, or finding fresh uses for existing animations, models, vfx, mechanics--I've been diligent to keep our budgets in mind and make as much content as possible.