Unannounced Triple AAA Project #2
Game Designer
Due to NDA restrictions, I cannot reveal full details until credits are officially published. Any imagery shown is for portfolio representation only and not directly tied to the project.
Project Details
Platform: Unannounced
Genre: First Person Shooter, Action-Adventure, Survival Horror
Engine: Unannounced
Role: Game Designer
Areas I Worked On
🐼 Narrative Design
🐼 Combat Design
🐼 Fast Travelling
🐼 Collectibles
Approach & Development
🌪️This project was a full-throttle ride from the start. I joined mid-development, absorbing dense documentation on the fly while diving into a wide range of features across systems, story and gameplay. My role demanded adaptability and I thrived in the chaos. Collaborating with cross-disciplinary teams to deliver tangible, player-first experiences.
🎭One of my proudest achievements of my career was designing a high-impact emotional gameplay moment. I rapidly prototyped a storyboard, pitched the intended emotional arc to the Creative Director, and led the feature through implementation. Working closely with Programmers, Animators and UI Artists we brough the vision to life. An intuitive, seamless experience that hit all the right emotional notes.
🔮I also co-led the design of a Magical Combat system, where each spell was more than just a mechanic; it was a narrative too. With my colleague, we broke down the system into progressive upgrades (mechanical, visual, systemic) and collaborated with Artists and VFX Artists to shape each spells - visual identity and emotional resonance. Our goal was to make every spell feel earned and alive.
🚄I contributed to the design and implementation of a Fast Travel system, balancing technical limitations, visual clarity and systemic functionality within tight time constraints. This involved close coordination with programmers, ensuring the feature felt smooth, purposeful and integrated into the world.
📖Finally, I took on the UX design of the Collectibles system; carefully threading it into the games' pacing to ensure that each discovery felt rewarding, unobtrusive and lore-rich.
🗡️By the end of the project, the team had given me a nickname ‘The Little Swiss Army Knife’. I wore it proudly. This AAA title was the largest team I’ve worked with to date and it sharpened my versatility, deepened my understanding of large-scale production and left me hungry for even greater challenges.