Game Development Experience
Past Project Contributions
Content Design
ArenaNet | 2013- 2017
Heart of Thorns - Auric Basin Team Lead
Auric Basin is one of four expansion maps in Guild Wars 2: Heart of Thorns, built around the golden city of Tarir, home to the ancient Exalted race. Its core meta event, Battle in Tarir, requires four groups to coordinate across separate lanes to defeat Octovine bosses simultaneously. Failure in any lane ends the event, while success unlocks Tarir’s treasure chamber and high-tier rewards.
Role on Team
I was the Auric Basin Map Team Lead
I was responsible for delivering a high-impact expansion zone that showcased new systems, creature archetypes, locations, and reward structures. I drove internal milestone delivery while ensuring the zone reflected our broader gameplay and narrative goals.
I partnered closely with external design teams—including the Creature Team—to integrate new combat behaviors and enemy types that elevated player engagement. I also collaborated with the Commerce Team to align future MTX offerings with the zone’s thematic direction, reinforcing visual consistency and narrative cohesion across content.
Goals to Hit
These goals were handed down by Senior Leadership and the Game Director. These goals were geared towards getting the maximum use out of the entire gameplay space environment, including new vertical gameplay that was planned for.
- A single, multi-phased meta event designed for full map-wide player participation.
- Integration of the Mastery system (Lock and Key account-wide progression system), that was being introduced in the first expansion.
- Inclusion of map-specific mastery content, while leveraging future Mastery Lines from other maps to encourage replayability.
- Inclusion of additional content types to enrich exploration and replayability:
- Jumping puzzles
- Mini-games
- Environmental storytelling
- Must meet key performance metrics:
- Daily Active User targets.
- Completion of one full map meta cycle per session.
Team Make Up and Process
The Auric Basin map was developed by a focused embedded team consisting of:
- 3 Designers – Created all non-main storyline content including map meta event, POIs, enemy archetypes, mini-games, lock-and-key mechanics, mastery progression, and reward systems
- 1 Environment Artist – Implemented zone vision and built supplemental content such as jumping puzzles to enhance exploration
- 1 Producer – Maintained scope, scheduling, and delivery cadence across internal and external dependencies
- 1 Engineer – Supported backend integration for new AI behavior systems and vertical gameplay features introduced in the expansion
The feature was designed, built, and shipped over the course of 12 months, from concept to live deployment.
One of the biggest challenges during development was the late-stage integration of the newly finalized Mastery system. We successfully:
- Reverse-engineered the system into the map
- Strategically removed less engaging content
- Ensured the feature aligned with expansion goals
- Delivered meaningful player value
- Avoided extending the production timeline
Product Outcome
Auric Basin was an absolute hit with our players.
- One of the Top 3 Most Played Maps for over 2 years post-launch.
- Named Best Map in the “Heart of Thorns” expansion by MMORPG.com.
- Featured a repeatable, rewarding, and fun meta gameplay loop that became a fan favorite and a benchmark for future map design.
ArenaNet | 2013- 2017
Living World - Ember Bay Team Lead
Ember Bay, released as part of Guild Wars 2’s Living World Season 3, was a volcanic island map designed to showcase dynamic environmental hazards and fast-paced exploration. Its meta events and lava-themed mechanics offered a fresh gameplay experience, blending verticality, mastery integration, and storytelling in a compact, replayable space.
Role on Team
I was the Ember Bay Team Lead
I was responsible for delivering a time-sensitive episodic release that aligned with our creative and production goals. I directly managed a small embedded team, driving milestone execution and maintaining momentum across disciplines.
I collaborated closely with the Game Director to ensure our content met the established quality bar before entering full production – balancing scope, polish, and player-facing impact while navigating tight timelines.
Goals to Hit
The goals were set by the Senior Leadership Group, the Game Director and Team Leads. These were set before the season went into production and every Living World team adhered to them.
- Designed and implemented a new Mastery line, tailored to the volcanic hazards and traversal challenges of the zone.
- Created a new zone boss encounter using existing character assets and animations, ensuring scope efficiency while delivering impactful gameplay.
- Aligned narrative beats with the overarching story arc of Living World Season 3, maintaining continuity and emotional resonance across episodic releases.
- Revived a classic Guild Wars 1 location (Ring of Fire Islands) with updated lore and environmental storytelling. This was specific to our release as a way to get our player base excited for the new season.
Team Make Up and Process
The strike team consisted of:
- 4 Game Designers – Built open world content including NPCs, custom enemy archetypes, skill sets, reward systems, and in-engine implementation; owned systemic design including masteries
- 1 Environment Artist – Realized paper designs in-game, integrating visual fidelity with gameplay and narrative intent
- 1 Producer – Managed scope, scheduling, and external request tracking to maintain delivery momentum
- 1 Content Programmer – Supported backend system design and implementation for zone functionality
Our design process focused on:
- Creating dynamic event chains that leveraged new vertical traversal mechanics
- Designing a custom lava tube-themed Mastery Line, which launched players across the map while encased in a fiery ball
- Giving old Guild Wars 1 locations a new breath of life
We also developed a new zone boss, the Sloth Queen, whom players had to subdue so her captors could transport her back to Tyria — seamlessly blending narrative and gameplay into a memorable encounter.
Product Outcome
- Shipped on time and this map served as a preview for the upcoming Season 3 Living World episodic content.
38 Studios | 2010 - 2012
Content Design Lead
Project Copernicus was an ambitious, unreleased PC MMORPG developed by 38 Studios, set in the Amalur fantasy universe with lore by R.A. Salvatore and art direction by Todd McFarlane. Intended to launch a multimedia franchise, the game was ultimately cancelled when the studio shut down in 2012.
Role on Team
I was the Content Design Supervisor
I led 2 embedded content teams with 5 direct reports, overseeing milestone delivery and maintaining high-quality output across multiple zones.
I also contributed to zone design documentation, collaborated closely with marketing, art, and tech teams – resolving issues through cross-functional solutions that supported engagement and usability.
Goals to Hit
The goals were set by the Senior Leadership group and the Content Design Supervisors.
We focused on creating thorough and actionable design documentation to support clear communication and efficient implementation of content into the game engine.
A key part of our mission was to establish long-term content development pipelines and standardization processes for the design team, ensuring consistency, scalability, and smoother collaboration across departments. These efforts laid the groundwork for a more efficient and sustainable content creation workflow.
Team Make Up and Process
Our team consisted of:
- 3 Game Designers – Developed zone-wide narrative, including main story beats, POI placement, NPC scripting, and side quest integration
- 1 Environment Artist – Translated paper designs into immersive open world spaces, aligning visual storytelling with gameplay intent
- 1 Producer – Oversaw scope and scheduling to ensure timely delivery and cross-discipline alignment
Our process began with a paper design of the zone itself, mapping out:
- The Main Storyline
- Side Content
- Event Areas
During this phase, we worked closely with our environment artist to create engaging gameplay spaces and playtested regularly to ensure the gameplay flow matched our intended design.
Once the zone was built in-engine, we transitioned to:
- Placing and implementing content, allowing us to bring the designed experience to life.
Product Outcome
While Kingdoms of Amalur: Reckoning successfully shipped, the MMO project I contributed to at 38 Studios did not reach release before the company closed in 2012. Despite this, the work we completed included detailed design documentation, pipeline development, and in-engine content implementation. These efforts laid a strong foundation for a scalable and robust RPG experience.
Cryptic Studios | 2005-2010
Content Designer
Cryptic Studios is a California-based developer known for pioneering MMORPG experiences with strong character customization and genre-defining systems.
Role on Team
I was a Content Designer for my time at Cryptic Studios.
I implemented mission scripting and zone population across 4 major MMORPG titles: Star Trek Online, Champions Online, City of Heroes, and City of Villains.
I partnered closely with Writing, Art and Engineering teams to deliver immersive gameplay experiences that supported narrative depth and systemic cohesion.
Goals to Hit
The goals were set by the Studio and Design Leadership group.
Our primary objective was to ensure all required content was completed in alignment with the shipping schedule. This involved coordinating closely with design and development teams to scope, implement, and deliver content and zone population on time. Meeting these milestones was critical to maintaining project momentum and ensuring a smooth launch across multiple MMO titles.
Team Make Up and Process
I worked as part of a cross-functional team composed of:
- 1 Writer – Ensured narrative consistency and emotional engagement across content
- 1 Producer – Maintained alignment with project timelines and deliverables
- 1 Engineer – Collaborated on technical implementation and system feasibility
- 2 Environment Artists – Integrated visual design with gameplay and story elements
This collaborative environment was essential for aligning narrative, technical execution, and visual design across multiple MMO projects, resulting in cohesive and engaging game content.
Product Outcome
Over a 5-year span, I successfully shipped 3 MMORPG’s and contributed to ongoing content updates for a live service product – ensuring sustained player engagement, technical stability, and high-quality output across releases.
Systems Design
ArenaNet | 2015
Mastery System
Masteries are Guild Wars 2’s account-wide progression system for PvE, unlocking powerful abilities and bonuses as you complete content and gain experience. Unlike traditional systems that offer incremental stat boosts, Masteries evolve alongside the world, granting meaningful powers that reshape how you interact with the game and unlock new possibilities.
Role on Team
As the System Owner for the Mastery Line system, I was responsible for ensuring its design, implementation, and long-term usability met both gameplay and technical standards.
I championed the system across the entire design team by driving alignment, encouraging integration, and ensuring it was leveraged to its full potential throughout the expansion.
I worked with Design Leadership to develop the original framework for Guild Wars 2’s Mastery System, the game’s account-wide PvE progression feature.
I also led the design and creation of the first Mastery line, which introduced Gliding, a new open-world traversal mechanic.
Goals to Hit
This endgame progression system was a strategic initiative set by Senior Leadership, the Business Development team, and our Game Director.
Our goal was to design a compelling horizontal end-game progression system for players who had reached the level 80 cap in the base game. We aimed to offer meaningful post-level growth that deepened gameplay without relying on traditional vertical power scaling.
Because Guild Wars 2 doesn’t follow the standard MMO vertical progression gear grind, we focused on systems that rewarded exploration, mastery, and evolving mechanics – keeping players engaged through discovery, skill expression, and long-term investment.
Team Make Up and Process
Our core team included Design, Engineering, and UI.
I began with a paper design for the Mastery System, and once it had stakeholder approval, I led implementation across disciplines to bring it to life.
- 1 Programmer – Ensured the system was technically feasible and could be implemented within engine constraints.
- 1 UI Artist – Collaborated to make sure the system was intuitive and accessible for players.
- 1 Producer – Partnered to keep the project on schedule and within scope.
Throughout development, I actively used the system and gathered feedback to ensure we were on track and building something with long-term value and player engagement. I also ensured the system was fully functional in-game, with the necessary tools and documentation in place for other designers to use in future releases.
Finally, I created the first Mastery Line (Gliding) as a reference example for other designers to follow when building their own release-specific Mastery tracks.
Product Outcome
The Mastery system remains a core feature of Guild Wars 2’s live experience, continuing to engage players more than a decade after its introduction.
Its design contributed to map replayability through successful lock-and-key content, where progression-based mechanics gated access to specific areas and experiences. This approach encouraged return visits, fostered layered exploration, and added long-term value to the game’s open-world design.
ArenaNet | 2014
Guild Wars 2 China - Royal Club
Royal Club is a premium VIP membership model introduced in the Chinese release of Guild Wars 2. Members receive exclusive in-game perks and benefits, designed to enhance the player experience and reward long-term engagement.
Role on Team
I was hired at ArenaNet initially as a Game Designer for this role, on a small team of under 15 for the Chinese release of Guild Wars 2.
I designed a purchasable in-game item, Royal Club, that served as the foundation for a Battle Pass-style system – giving players a structured, gameplay-driven path to earn additional in-game rewards.
I owned both the system design and the creation of the reward content, ensuring it was compelling, culturally aligned, and met player expectations in the region.
Goals to Hit
My goal was to boost daily active users by designing a reward system that offered enticing and exclusive reward incentives – panda finishers, high-value weapons, exclusive titles, mini-pets, and convenience items that resonated with our player base.
We aimed to convert free-to-play users into subscribers by creating a VIP membership model that delivered meaningful progression and premium content.
The system was built to encourage long-term investment through gameplay-driven rewards and enhanced player value.
Team Make Up and Process
Product Outcome
The team consisted of:
- 1 Designer (myself)
- 1 Engineer – working together to build the system and implement the associated in-game Royal Club rewards
I collaborated directly with the Game Director for the Chinese version of Guild Wars 2, conducting weekly syncs to review feedback on the system and its rewards
Once we aligned on a paper design, I worked with the engineer to:
- Implement additional needed gameplay features
- Set up backend hooks for telemetry needs
This process ensured the system was:
- Technically sound
- Aligned with regional player expectations
- Built with long-term usability and scalability in mind
The Royal Club became a cornerstone of the monetization strategy for the Chinese release of Guild Wars 2. It was the highest-selling item in the in-game store for over a year, demonstrating strong player interest and sustained engagement.
The system successfully encouraged daily logins and subscription-style participation through exclusive rewards and convenience features, helping to drive long-term retention and revenue.