On Borderlands: The Pre-Sequel 'Claptastic Voyage' I was a systems designer, with a focus on loot creation and enemy/AI design.
In regards to loot creation, my primary role was the creation of the 'Glitch' gun sub-category. These were a type of gun that periodically glitched-out, dramatically changing their behaviour. I also created most of the new unique and legendary gear.
My other key area of work was on the enemies and AI in the DLC - including their visual set up, behaviour scripting, and balancing.
On Borderlands: The Pre-Sequel I was a systems designer, with my main responsibiities being the character and skill design for two of the playable Vault Hunters - Athena and Wilhelm.
This included the high level concepts of their intended playstyle, down to the individual skill design, implementation, tuning, and bug fixing.
Additional responsibilities performed on the game include loot creation (Oz Kits, new Unique and Legendary guns/items), vehicle design (weapon design, handling, balancing), and other misc gameplay systems.
On The Sims FreePlay, my responsibilities include the design of new features to be added to the game, economy tuning, mission and quest scripting, and dialog writing.
This project provided valuable experience in the free-to-play market. Creating a monetizing free-to-play game while still fulfilling my role as a game designer - to make fun gameplay - is an interesting challenge.
An example of one of my features on this game is the Mysterious Island update - which included powerful monuments that the player could upgrade using resources they found through various gameplay activities. A lot of effort and planning went into the economy behind these resources, and the result was an appealing and popular system that players enjoyed immensely.
On Real Racing 3, my responsibilities primarily revolved around content and event creation. Content included new cars, focusing on researching, tuning, pricing, and balancing them against suitable counterparts.
Event creation involved concepting interesting themes or premises for events, then moving on to implementation of races, ensuring an interesting mix of game modes. Additionally, extra tuning or scripting of AI opponents to ensure the events sit properly in the game's progression was necessary.
At Trickstar Games I was the mission designer for the Mad Catz title - Damage Inc. Pacific Squadron WWII. Creating the missions for this game involves various tasks such as historical research, writing objectives, player and AI placement, AI scripting, objective triggering, voice over triggering, dialog writing, difficulty tuning, database adjustments, and so on.
My responsibilities also include researching, planning, implementing and tuning all the planes, ships and vehicles in the game in regard to their physics and agility values, weapon loadouts, health values, and game progression order.
Additional responsibilities include planning and implementing the designs for other game mechanics such as torpedoes, dive bombing, and more.
At Trickstar Games I worked as a mission/game designer for Jane's Advanced Strike Fighters (JASF - PC/XBOX360/PS3). JASF is a modern flight action sim featuring a 16 mission campaign as well as co-op and multiplayer game modes. The game pits the player against engaging enemies in huge flight battles across massive battlefields.
In terms of my roles I performed similar tasks to those I did on HoE. Responsible for 6 of the 16 game missions, I had to create objective and AI scripts, objective tracking, voice over triggering, cutscene scripting, gameplay and enemy balancing, as well as ambient AI battles. I also played a large role in the balancing of all the player and enemy planes in terms of their speed, agility, and weapon load outs.
As a designer for Transmission games, I worked on Heroes over Europe (HoE - PC/XBOX360/PS3) as a mission and game designer. I was responible for designing, scripting and implementing several missions of the game's single player campaign. This involved placing several thousand entities per level using Transmission's in house tool, in order to control the mission's AI placements, waypoints, plane specifications, behavior and squad formations, and more. Additionally other aspects such as objective tracking and triggering had to be dealt with, as well as scripting every voice over either on a timer or triggered by various events. We were also responsible for using the assets provided to us to create a strong ambience in these levels - vehicles moving around on the ground, air battles in the distance and around the player, as well as various fire, smoke or other effects.
Aside from simply working on these missions, I was part of the decision making process for various gameplay mechanics including but not limited to multiplayer balance, hud elements, game mechanics, physics behavior, ai behavior, plane variant balancing, and more.