God of War (2018)
Loot Paradigms and Economic Plans - Collaborating with other designers, I planned the types of currencies sources and drop rates across the main game and the optional Muspelheim and Niflheim areas. I was also the owner of the technical implementation of how everything dropped and was distributed
Loot Placement Tools - Made tools for level designers to quickly place loot items and select generic value of the loot so they could control pacing, but centrally placed control of what the pickups were in systems design data so we could iterate relatively independently. Worked with them consistently to make sure we were on the same page, but my tools allowed collaboration to exist in the design realm and the data was kept nice and separate.
Health and Micro Resources - Made the health and rage pickups as well as the rotating “Raiden” pickups. Made the stomping moves and made sure they interacted with enemies and breakables in the scene.
Loot Pick Up Interactions - Worked with the interaction team to make sure the chest and loot pick up interactions were up to SMS quality standards. Worked with VFX, animation to juice up the interactions. In the case of the boat loot worked a lot with programmers to make sure the boat was aligned properly with all the interactions.
Enchantments - Pretty much everything with enchantments. Their bonuses, their stat changes, how they drop, how they were recycled, how they were named.
Chisel Mini Game - The fiction and the overall idea for the mini game was dictated by the senior design staff, I worked with animation to implement the mini game added extra feedback on the VFX, the material fx on the chisel, the sound, the rumble, the controller light, parametric sound changing as well.
Level Mechanics - Dabbled in level mechanics too, the retracting Alfheim tentacles, the retractable light bridges, the breakable hooks. Fixed bugs with these wherever I could.
Treasure Goblin - This was the one “enemy” I owned, very simple behavior tree, spewed loot.



