Systems • Gameplay • Technical Design • UI/UX
I was a senior designer on the 3rd person adventure game Coven of the Chicken Foot. I worked directly with creative director Bruce Straley to design, prototype, and iterate on features such as gameplay and world systems, player movement and input feel, and UI/UX. As it was a small team, I wore various different designer “hats” from day to day, variably switching between design work, technical design prototyping and implementation, and UI/UX design depending on the changing needs of the team.
holistic design
I spearheaded design and implementation of a variety of world systems, gameplay mechanics, and player verbs, and UX flows, focusing on creating engaging features that would tie together gameplay loops, narrative, and core pillars. I designed and prototyped a wide variety of features including collection and crafting, level transition mechanics, traversal, and gameplay feel.
I worked to design and implement gameplay features to support and expand the game’s narrative and worldbuilding, and to create a sense of wonder and mystery for players. I worked with creative leadership to ensure that features upheld design pillars and to attempt to tie disparate systems and ideas together in a more cohesive whole, and build features that were robust yet manageable for our small team. To that end, I touched many different areas of the game’s design, from traversal mechanics, gameplay loops, crafting, exploration, and unique in-game features to surprise and delight players.
In addition to my other design work, I was responsible for the majority of UI/UX features throughout the game, from bootflow and menu screens to input mapping and HUD. I worked to design and implement UI/UX content throughout the game, listening to feedback and refining interactions to create an intuitive experience for players.
SYSTEMS AND GAMEPLAY
I spearheaded design for various world and gameplay systems including crafting, traversal, puzzle mechanics, player verbs, and 3 Cs. I owned design and implementation of feature sets such as crafting, world systems, and the core gameplay loop. Additionally, I worked with LDs to design and construct interesting puzzle mechanics and world systems to be used throughout the game.
audio, narrative, and npc behaviors
In addition to gameplay, I also worked closely with the Audio Director on the project to build out the audio toolbox and implement new player-focused features involving music and sound effects, as well as design and build both friendly NPCs and hostile enemy AI. I also helped create and implement developer tools used for audio and animation to easily build narrative and other in-game content in a quick and easily scalable way throughout the game. I worked with engineering team to architect and implement features for narrative content delivery, and built narrative-focused features into gameplay and world systems to create a holistic experience throughout the game.
technical design & mentorship
In addition to my design and technical implementation work, I mentored other designers to improve their technical skills and prototyping abilities, as well as worked with engineering leads to establish best practices for blueprint and level scripting across the project. I worked with other designers 1 on 1 as well as running “blueprint bootcamp” and regular instruction sessions for designers to expand technical knowledge throughout the team, and better establish best practices to ensure project stability.
I also worked to establish metrics for implementation, to ensure consistency throughout the game not only in the technical back end, but to ensure a consistent player experience.