Vampire The Masquerade: Bloodhunt

Associate Game Designer

VTM: Bloodhunt exists in the realm of the World of Darkness, originating from the tabletop role-playing game. Players pick a vampire archetype from an array of clans to battle in the streets and rooftops of Prague.

Project Details

Platform: PlayStation 5, Windows
Genre:
Battle Royal, Third Person
Engine:
Unreal Engine 4
Role:
Associate Game Designer

Areas I Worked On

🦇 Narrative Side Quests
🦇 Journal Entries
🦇 Monetisation
🦇 Collectibles
🦇 Battle Pass
🦇 Emotes

Approach & Development

Due to this being a live game, things are constantly being discussed and we iterations on the game to make improvements. Here is a breakdown of my time on the project.

Research

📚Before laying down a single word, I did my due diligence to consume everything I could to internalize the clans and politics that defined the universe. Research is not optional, it is essential to breathe authenticity into every narrative asset I touched.

At the time I would produce content, until a Narrative Designer came onboard. I contributed to the creating of Journal Entries, Side Quests and Collectibles, ensuring to remain faithful to canon while still providing fresh narrative hooks. With the IP being lore-heavy, every piece of writing had to strike a delicate balance between depth and restraint. Lore was never dumped, it was drip-fed. Encouraging exploration and curiosity from the players while preserving the mystique of the world.

I worked closely with programmers and UI artists to ensure any element that were implemented are clean and intuitive, respecting both he player flow and readability. A seamless blend of story, system and style that felt like it belonged in Prague’s blood-soaked shadows.

Development

Working on Bloodhunt as a live-service title meant one thing. Constant Evolution. I was embedded within a dynamic team where no two weeks were the same and I thrived in that motion. Beyond narrative content, I had to opportunity to contribute to monetization design and battle pass content, aligning them with both the World of Darkness lore and the Game Directors' vision.

This required research-heavy exploration, clear pitching and ongoing iteration. Making sure every cosmetic, progression loop or system reward felt earned, immersive and thematically consistent.

Weekly internal playtests became a ritual, not just for bug-squashing or balancing, but also to strengthen our team chemistry. We’d jump into the battlefield together, test new features, and discussed what worked, what needed tweaking and what sparked joy in the player experience.

Near the end of my contract, I sketched a silly concept art of a tiny shark as a fun goodbye. The team loved it so much they turned it into an in-game emote. That moment wasn’t just a sweet send off but a testament to the culture of creative, trust and joy we built together on Bloodhunt. 🦈