
World Design - FNIX Outpost
I had an absolute blast building this unique FNIX Outpost location that was part of a new, sequential main mission associated with the introduction of a new airborne enemy (the firebird). This is undoubtedly the largest and most important location I put together during my time on GenZ and I'm quite happy with how it turned out.
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Working on this location involved terrain sculpting, set dressing / propping, lighting, environmental storytelling and 3D model kit bashing* and of course close collaboration with the mission designer responsible for the functional side of the mission.
*The Generation Zero team has always been a small team with limited resources and as allocating our artists to produce new environmental art assets was not on the table this time around I began experimenting with kit bashing to make up for it. I started rotating and mashing together 3D meshes in unintended and unexpected ways and fortunately the end result was satisfactory and allowed us to produce a completely unique environment without any new art assets.
World Design - Buried Treasure
My first world location (a location NOT associated with a mission) was this secret, buried treasure location that is actually two locations in one.
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The first location is the campsite of the treasure hunters, where you find the map that leads you to where the treasure is hidden. The second location is the site of the treasure, where something went horribly wrong. The treasure is still there though, and yours for the taking.

World Design - Alby Church Revamp
The mission and world design team on GenZ had a sprint where we made a pass revisiting some of the more uncharacteristic and sterile base game locations around the massive game world. The goal with this effort was to enrich the world with environmental storytelling and flavorful set dressing.​
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As a part of this initiative I revamped Alby Church safehouse and turned it into a bicycle stunt gang clubhouse. Meanwhile, the adjacent villa was turned into a wheelchair accessible shelter for a group of movement impaired survivors.
Game Design - Experimental Weapons
Concepting, designing, implementing, balancing and fine tuning a new batch of experimental weapons (Rare, powerful and modified weapons built on top of existing weapons) to expand upon the existing arsenal.
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The Artillery Rifle - Increased area of effect and damage the further the projectile travels (based on projectile lifetime). Very effective if you learn to accurately estimate your trajectory and take out enemies from afar, but very inefficient in close combat.
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The Shrapnel Revolver - The initially fired projectile passes through solid objects such as walls and enemies and shatters into a spray of shrapnel as it comes out on the other side. Mediocre damage for the initial bullet, but the following shrapnel blast has the capacity and numbers to inflict considerable damage.
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The Thermal Machinegun - Features greatly reduced projectile spread and increased damage output as the weapon gets warmer and warmer as it is being fired. Very inaccurate when fired cold and incompatible with scopes.​​
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A design challenge with experimental weapons is that we always strive to make them very effective if used correctly, but at the same time somewhat lackluster and inefficient IF used incorrectly and/or in suboptimal scenarios. This meant that I had to identify a suitable part and parameter of its behavior and function, and carefully tweak it to balance this out.














Game Design - Tactical Equipment DLC 2
My first big feature ownership as a designer on Generation Zero was this highly rated (83% positive at this time) DLC pack for Generation Zero featuring some really useful and fun items that were also very fun to create.
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As the feature owner it was my responsibility to make sure that everyone in the feature team were briefed and knew what was going on and what we were working towards. Thus, I dedicated a significant amount of time to regularly communicate with my team, checking in and making sure they had everything they needed to do their part, whether that be art, animation, code or audio.
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As some of these items were quite intricate and advanced from a technical perspective I sat down with a veteran game designer to draw up comprehensive, visual design specs showcasing their behavior and functionality. Lastly I collaborated with a gameplay programmer to make these items a reality and for that the visualized design specs helped a lot when it came to breaking down the required functionality before implementing it.
Game Design - Snowball Fights
Ever since Generation Zero was released there has been numerous requests from our players to add PvP to the game, and eventually I got the opportunity to address this in a playful and somewhat silly manner via a limited-time winter event.
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As the feature owner of the 'Snowball Fights' I came up with the design specs and iterated upon them until it was signed off on.
Once a design was in place a period of collaboration and implementation followed, along with a lot of playtesting. Eventually we felt like we had hit our mark, managing to produce something quite fun with small means and resources.​​​



Game Design - Machine Companion
A highly customizable, dog-like companion that follows you and helps you out in various ways (e.g. shooting, looting, healing, etc). ​As this was a big feature with many parts to it the ownership was distributed among many developers. I ended up being the designer behind the companion naming feature, allowing you to create a variety of catchy names for your companion using an optional three word component interface. I also did the design specs for the companion modules, affecting the behavior and utility of the companion.