Madeleine Shopoff

Projects

 
D2_Forsaken_Story_PS4_13.jpg

Gameplay & Systems design

I’ve owned gameplay features and systems including cooking and crafting, economy, player verbs, combat, gameplay and camera feel, mission design, and dynamic narrative/gameplay content delivery systems.

 

At Wildflower I worked to design, prototype, and iterate on systems, player movement and verbs, game feel, level/mission content, and UI/UX features on a small yet-to-be-announced project.

Learn More

I architected and implemented the highly dynamic narrative and encounter content delivery, “villiany,” and traffic control systems for Judas’s player-driven roguelike story and gameplay content.

Learn More

I was product owner for player crafting specializations and verbs, and collaborated on design for survival and player housing, narrative content, and developer tools for Blizzard’s unannounced survival game

Learn More

On Thick As Thives directed design for narrative, UI/UX, and game feel, and collaborated closely with the design lead on systems, gameplay verbs, mission content, and core gameplay design pillars.

Learn More

Thick-As-Thieves_Screenshot_8_GuardSpotted.png

Narrative

I’ve directed narrative including creating characters, world-building, story arcs and beats, and overseen writing and voice talent, as well as on the tech side building complex systems for NPCs and dynamic narrative content delivery and traffic control.

 

I worked to tie together worldbuilding and narrative with gameplay systems and content, and implemented scripted sequences/cutscenes and interactive narrative beats, NPCs, and mise en scène/environmental storytelling on an unannounced title.

Learn More

I architected and implemented the highly dynamic narrative and encounter content delivery, “villiany” system, and content traffic control for Judas’s player-driven roguelike story and gameplay content, as well as implementing scripted sequences for narrative beats, mission content, and mise en scène.

Learn More

On Blizzard’s unannounced survival game, I used my technical design skills to architect narrative design content and tools, as well as implement NUX, missions, and dynamic story beats. Prior to the cancellation of the project, I was working with the narrative director to build narrative beats and NPCs.

Learn More

I led narrative design for Thick As Thieves, including designing characters and backstories, story arc, narrative beats, and missions, as well as overseeing casting and direction for voice talent. I also worked on level design and mise en scène alongside artists for environmental storytelling and narrative cohesion.

Learn More

Thick-As-Thieves_Screenshot_6_UnderhandSurveillance_PSHighlight.png

ui/ux

I’ve designed and implemented a variety of UI and UX features, including fullscreen UI, HUD, and post-match results and animated motion graphics for Destiny 2 and Fuser, as well as a number of unannounced projects.

 

I designed, prototyped, implemented, and animated various UI and UX features for an unannounced 3rd person adventure game, including inventory, gameplay controls, map, and fast travel features.

Learn More

I designed, implemented, and animated the landing page and rank progress screens as well as the end-of-match results and rewards sequences for the PvP ‘Battles’ mode in Fuser.

Learn More

I was the sole UI content creator for the majority of development of Destiny 2: Forsaken, including design, implementation, and motion graphics work on the Gambit PvP mode, Triumphs, and Collections features.

Learn More

I built and animated motion graphics for Destiny 2 including HUD and reticle for vehicles and weapons, Vault screen revamp, and Lore panel, as well as porting input and UI for the PC port release and building automation for UI and other teams.

Learn More

98ca32fb546f7539ece602f22a6787ac.jpg
 

About Me

Experienced Multi-Disciplined Developer

I’ve been in the games industry for over 15 years now, having worked on teams and projects of all sizes, from small indie startups to massive multi-studio AAA behemoths — though I much prefer teams on the smaller side. I have experience in nearly all areas of game design, but primarily systems, gameplay, UI/UX, and narrative. My background in tools engineering and automation allows me to be hands-on with the technical implementation of features as well as their design. I love creating beautiful solutions to difficult problems, and collaborating with others to create unforgettable player experiences. I’m most interested in working in games that delight players with novel features and systems, to bring something new and exciting to the industry.

 
AGLWGWZkigMujZ7FVLsAnV.jpg