Battlefield 2042
Live Service
Game Designer II for Core Gameplay - Year 2
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Worked on all features within the Core Gameplay Group both on paper and in engine. Classes, Weapons, Characters, Gadgets, Vehicles, systems (revive, parachute, melee systems), HUD, deploy flow.
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Prototyping design ideas, weaponry and features to validate design theory and product direction.
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Game balance owner for Gameplay, making use of community feedback, internal feedback and analytics to inform balance approaches and resolution.
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Put together all of Core Gameplay's patch notes for every release with the community team
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Involved in behind the scenes playtests and informing influencers of change and design reasoning behind that.
Acting Lead Game Designer for Characters & Gadgets - Year 1
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Worked as the Lead Designer for the Characters and gadgets team, leading a team of 3 mid/junior designers.
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Designed and directed the implementation of 4 characters and traits & 13 gadgets, such as the XM370A and the SPH Grenade Launcher, between release and Season 6 in live service.
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Collaborated with other crafts like audio, animation, vfx and UI to deliver the cohesive experiences that were well received by the community.
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Mentored mid/junior designers through craft specific problems.
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Highly involved in engine, fixing bugs, creating new content and prototypes.
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Hosted design specific meetings to review progress and resolve problems as a collective cross discipline team.
Launch
Game Designer for Characters & Gadgets - Alpha to Ship
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Designed and implemented all gadget relations to world destruction systems, penetration and damage systems
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Took ownership of 9 pre-alpha existing characters and traits & 17 gadgets from designers who quit, re-designed and polished as necessary to deliver on design direction and on time.
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Rapidly prototyping design ideas and features, collating feedback from the team and analytics to inform decision making.
Game Designer for Weapons - Pre Alpha
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Weapon and attachment design, implementation alongside two other designers.
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Actively participated in design reviews to iterate on weapon feel and approach on aiming.