3 AAA Projects @ LBI

AAA FPS #1 (Unannounced)
Technical Game Designer
This position marked my entry into LBI, where I leveraged my programming background to immerse myself in UE blueprints. I took on the responsibility of prototyping numerous features, focusing on character controls, combat mechanics, and cinematic elements. I acted as feature owner on these topics in collaboration with Art, Engineering and SFX.
- Implemented tools and solutions in UE4 for Level and Gameplay Design needs
- Balanced combat and weapons to approach desired engagement difficulties and lengths
- Prototyped features/elements that represented core level requirements
AAA FPS #2 (Unannounced)
Combat / Technical Game Designer
Following my completion on my initial project at LBI, I transitioned to this second title to address the demand for expertise in weapon development and combat balance. This role involved extensive prototyping and active participation in ongoing team playtests. Additionally, I consistently peer-reviewed the combat-related work contributed by my colleagues.
- Designed 6+ weapon types/systems, with a focus on combat integration and balance in Unreal Engine 4
- Prototyped 12+ new weapons, including iterative improvements to final shippable quality
- Compiled and integrated feedback from team wide playtests
AAA Colony Sim (Unannounced)
Gameplay / UX Designer
In my final role at LBI, my emphasis shifted towards concept development and documentation. I delved into the elaboration of both core and peripheral features, pitching each to leadership and engaging in iterative implementation in collaboration with Art and Engineering teams. Alongside this, I dedicated substantial effort to enhancing the user experience (UX) for various game elements.
- Designed and refined 4 core systems in collaboration with Engineering and Art teams
- Worked with UI artists to codify UI/UX standards and refined the user experience for 5+ existing game features
- Owned, playtested and refined the games 3 C’s (Character, Controls, Camera) in Unreal Engine 5
- Point of contact for all owned features, and pitched and collaborated with leadership for feature implementations