Overview
2.5 years of open world quest and content design
3 years of technical design for UI and game systems
Experience leading feature teams for game system implementation, and strike teams for quests
Writing skills for dialogue, casting docs, lore, and technical docs
Skills
Languages: Java, C#, lua, python, xml (and various other markups and downs)
Maya for terrain and layout work
Visual scripting and data management with internal tools
Auxiliary tools: Git, Perforce, Jenkins CI, Jira
Solid CS/engineering foundation for understanding and communicating best practices for performance, asynchronous scripts, and other technical gotchas.
Experience
Diablo 4 - Content Designer (March 2018 - present)
Implemented content in visual scripting tools and lua
Quest Content
Contributed to writer’s room discussions for the main campaign quests
Designed, implemented and iterated on side quest content
Wrote exploratory creative docs on new zones, POIs, dungeons, towns, etc
Event Content
Implementing moment to moment gameplay flows for multiple sizes of events
Tuning for large multiplayer events
Open World Content
First-pass layouts for new event areas and POIs
Point of contact and responsible for the maintenance of various traversal templates used in gameplay spaces
Designer and implementer for environmental story beats supporting side content and town spaces
Dialogue, casting doc, lore book writing
Standardized scripting best practices and contributed to tool and pipeline requirements discussions
Prototyped quests showcasing old tech flows that would pave the way for new subzone tech
Heroes of the Storm - Technical Designer (Sept. 2015 - March 2018)
Implemented UI layouts in xml
Coordinated between designers, artists and engineers to bring a number of features to ship
Point of contact and feature team organizer for Observer UI, MVP, and others
Blizzard Entertainment - Associate Software Engineer (Sept. 2014 - Sept. 2015)
Wrote tools in C# and python for a number of teams to track performance, run test harnesses, manage CI jobs, manage builds, and clean automatic backlog tasks and bug reports
Many of these tools are still in use five years later
Diablo 3: Reaper of Souls - Level Design Intern (June 2013 - Feb. 2014)
Designed and implemented content suitable for a procedurally generated game
Tuned moment to moment gameplay for each event or encounter I designed
Navmesh painting
Data management and event tracking