
Core Combat
Pitched, prototyped and developed multiple gameplay aspects for the core Quidditch mode and all four roles.
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Created the Snitch pacing system that would dynamically adjust the fill rates and Snitch flight behaviors depending on how well the place was performing.
- Co-operated with other designers to prototype and implement both the skillpoint and broomstat systems.
- Contributed to the overall design of Character, Camera and Controls to ensure the best flight experience possible.
Mode Design
Designed, developed and drove the delivery of the 6v6 Pro Quidditch mode as well as the Custom Match mode.
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Created the overall design of each mode and collaborated closely with UI, Engineering and QA departments to ensure everyone remained harmonized.
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Led frequent internal playtests to gather qualitative feedback and flag issues to the relevant parties.
FTUE
Sole owner of the narrative driven First Time User Experience that successfully introduced players to the rules, roles and controls of Quidditch.
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Took the FTUE and tutorials through multiple iterations as the needs of the game evolved and due to feedback from regular internal and external playtests.
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Set up complex scripted scenarios and custom AI to teach multiple Quidditch positions, each with different controls and gameplay demands.
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Supplemented the regular tutorials with Practice Tasks the player could complete in Open Practice.
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Authored the script for the FTUE and took it through IP holder approval processes.
Systems Design
Designer in charge of player progression and live service aspects including the challenges, events and wizarding pass systems.
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Designed the Daily, Weekly, Career and Event challenges as well as the platform achievements and later implemented the gameplay hooks for each.
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Took part in multiple live operations as new patches were deployed and rapidly delivered fixes whenever problems were run into.
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Took over player progression systems and lead a live service rework as part of an evergreen patch.
AI Design
Designer in charge of designing and implementing a multi-role, competitive AI for Quidditch gameplay and balancing it across multiple difficulties.
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Worked alongside an AI Engineer to design, implement and balance the AI behaviors in both singleplayer and fully networked online modes.
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Iterated on the AI for the lifecycle of the project as new character abilities came online and feedback was generated.
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Created bespoke AI behaviors for use in the tutorials.



















