
My contributions to the Rise of the Angry Earth included gimmick design and implementation, place of interest paper design and oversaw the implementation by the art team, and the implementation of new AI enemy types.
Scalefang Enclave
Goals
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​Twist the existing settlement into an exciting multilevel area
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Utilize gigantic mushrooms to create combat spaces and elevate the gameplay
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Create a solo player path and a group elite area in the same POI
Challanges
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​Balancing multiple pathways with a large difference in difficutly
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Ensuring that fun for both solo and group play
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Keeping the vision throughout the cycle




Tempest Custodia
Goals
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Revision an existing beach area into an ancient prision
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Use strong visuals to create an intersting POI to explore
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Have layers of AI that the player engages with
Challanges
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Finalizing the interior looks and spacial volume
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Working with the quest team to ensure that their needs for story beats were met
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A timed foot race mechanic was introduced late into the development cycle and having to refactor the POI for it



Hortus Gorgon
Goals
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​Take an area that was previously just a camp and make it into an ancient maze
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Introduce new AI types to players in interesting ways
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Design around a central arena for a boss fight
Challanges
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Making a maze that was easily navigable by the third person camera but have enough complexity with a small overall footprint​
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The New AI had not been balanced yet so testing was difficult to find balance
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Multi level approach to an maze is difficult to pull off




Kuroks Rest
Goals
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Give a facelift to an existing POI
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Expand the underground portions
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Increase conveyance for players so they can successfully navigate the area
Challanges
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​The open sightlines and multilevel approach caused large numbers of AI to aggro at once
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Opening up more pathways to allow players to flow organically through the location

