Blood
A roguelike multiplayer RTS.
Blood
A roguelike multiplayer RTS.
Game design and technical design across systems, progression, tools and content.
A roguelike multiplayer RTS.
A roguelike multiplayer RTS.
A third-person game about climbing and rewilding civilisation.
A third-person game about climbing and rewilding civilisation.
Live event design, cars, car creation and feature work.
I was the primary event designer on CSR2’s first linked event series: a full quarter of connected content. It was a communal effort, remains the game’s most successful quarter of business to date, and won Zynga’s Bold Beat of the Year.
My wider live-design remit included car and car-creation work, alongside features such as Petah’s Permanent Crate.
I also created the Duality and Trinity Cup formats, built around two- and three-car line-ups.
UX, progression systems, live content, game modes and car balancing.
I reworked the game’s UX and flow into a streamlined Event Browser. It saw up to a 5% lift across soft-launch metrics in one release.
I led the creation of Aftermarket Mods as a new upgrade and progression vector. Perks and abilities, including double nitrous, add strategic choice to how a car is built and raced.
I designed almost all of the game’s seasonal content and live events, alongside a wide range of modes and event types, including two networked crew/guild modes.
For the live game, I rebalanced every car as part of the shift to a CaRPG, making each one a distinct character within the game’s routes and wider balance.