Wonder Woman
Cancelled Project
(Approved Portfolio Materials Available Upon Request)
Work Summary
Position: Senior Mission Designer
Designed, prototyped, and implemented missions for ‘Wonder Woman’, making use of the proprietary Nemesis System.
Collaborated across multiple disciplines to bring prototypes to life in the game’s open world.
Proposed a design, inspired by the narrative’s story, for the final boss fight of 'Wonder Woman' which was described by team leads across disciplines as ‘fantastic.’
Designed missions and combat encounters for both linear region stories and procedural open-world gameplay.
Designed flexible and modular verbs to be performed in missions while maintaining DC Comics’ strict brand integrity for characters. This greatly expanded the variety of gameplay in missions, increasing replayability.
Created concise, and cross-functional missions documentation that became the gold standard for the missions team.
Game Info
Genre: Open World, Single Player Action Game
Expected Platforms: PC, Latest Generation Consoles
Release Date: Project Cancelled
Engine: Lith Engine (Proprietary)
Island01 Golden Path Region Story Team
The golden path story (aka: main quest) was broken down by map region and given to multidisciplinary teams. I was the missions designer on the team for Island01. Our task was to make a series of missions that would comprise the region story while also connecting smoothly with the procedural elements of the Nemesis System, a central pillar of the game that created randomized special characters that changed in response to player interactions.
As part of this team I worked with a writer and narrative designer to devise the region’s unique story, characters and region boss fight. Our team regularly reported to leads to make sure that our plans and prototypes were in line with the project’s overall vision.
Designed and developed several working prototypes of a unique ‘region mechanic’, themed to the region story. This helped make the area feel unique.
Defined process and collaborated across disciplines and departments, including combat design, UI, art, and presentations/cinematics to develop prototypes.
Located several places where we could add foreshadowing to the main story’s major plot twists. Collaborated with the narrative team to create these new moments, and reworked the region’s boss fight design to highlight these moments. This solidified the connection between the individual region story and the larger game story, making both of them more satisfying.