Designed limited-time crossover hunts with dynamic difficulty scaling for 1-4 player squads. Tuned monster behavior trees, balanced loot drop tables with weighted rarities, and streamlined matchmaking flows for seamless co-op onboarding.
small bets
Jam-sized prototypes, HUD explorations, and feedback loops I'm actively playtesting.
Designed limited-time crossover hunts with dynamic difficulty scaling for 1-4 player squads. Tuned monster behavior trees, balanced loot drop tables with weighted rarities, and streamlined matchmaking flows for seamless co-op onboarding.
Designed recurring settlement festivals with timed activities, mini-game integrations, and progression reward tracks. Polished combat feedback systems for melee hit reactions and implemented data-driven live ops content pipelines for seasonal drops.
Owned Memphis region missions end-to-end: scripted branching quests with objective tracking, designed multi-phase boss encounters with telegraphed attack patterns, and built stealth sandboxes with AI patrol routes optimized for the hitbox-based combat system.
Prototyped ship upgrade progression with tiered unlock gates and resource sinks. Designed seasonal contract systems with dynamic objectives and risk-reward modifiers that balanced PvE grind pacing against open-world PvP threat zones.