Game Design: From Realm Royale to Paladins 
While working as a Game Designer at Hi-Rez Studios, I've learned something about myself and my process -- I love creating awesome systems, amazing champions, and satisfying abilities/weapons with a team of inspiring co- workers! Even though I'll work on my individual components, and enjoy that immensely, coordinating and creating with others is, for me, the best part of Game Design.​​​​​​​
Game Design can be shown and discussed in a variety of ways: from Game Design Docs, Excel Spreadsheets, Game Configuration in engine, to paper and pen drawings. Instead of showing off those, I'm highlighting some of the more visually interesting aspects of Character, Abilities, Weapons, and Systems design that I've worked on. 
I developed and designed the Limited Timed Mode system for Paladins and Realm Royale. This new system creates interesting and unique modifiers for our games that re-engage our players on a weekly basis. This system is meant to increase DAU.
This is the VII (Champion) ability trailer that I worked on with the internal Video team. Our ability breakdown videos showcase the abilities, weapons, and passives for our champions. This is my latest champion, VII.
A small prototype for a run-based Rogue Lite mode for Paladins. This is a variation of a path that a player might take with upgrades, dangers, and bosses along the path. 
Designed 2 new combat abilities specific to the game’s “Chickened” state in order to give players more chances to get back into the game after being downed but not yet eliminated. This revitalized the chicken game loop, in which players must escape their attackers to get back into the game.
Designing and implementing new areas for our existing Paladins maps. This includes: creating and implementing new blockouts that will replace existing areas
Designed an in-game system for allowing players to turn in a weapon or ability, pay a price, and then receive an upgraded version. Once the system was implemented in the game,  its upgrades worked with class weapons and abilities, as well as neutral weapons and abilities. The goal of this system was to give veteran players more autonomy when deciding their loadouts and create more opportunities for new players to engage with Realm Royale
Hi-Rez Portfolio
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Hi-Rez Portfolio

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Creative Fields