> Worked on world design team responsible for mob creation/placement, idle animations, patrols, AI pathing, cover system, combat abilities, vendors, crafting stations, harvesting nodes, player respawn system, bind point system, taxi networks, elevators, and map roads
> Personally responsible for spawning-related polish, updates and documentation for 3 planets
> Contributed to project’s story-driven gameplay focus through thoughtful mob/NPC composition, arrangement and animations — as well as placement of support props and cover objects — designed to sell the narrative for each given locale
> Directly involved in world/quest flow design planning for several planets
> Responsible for gray-boxing several world hubs on multiple planets
> Constructed and iterated on actual blockout for multiple world hubs on two different planet