Scenario and event designer
Jan – May 2026
PC
15 developers
Fight through two thrilling phases of an epic boss fight as the gunner of a repurposed air train, built to take on an alien entity known only as the Hand. Blast through 10 unique encounters in a city in peril with your trusty set of cannons, and rack up a high score to compete with your friends!
By far the most ambitious game I've worked on so far. I crafted all the environmental events seen in the game – everything from saving a news helicopter under attack to the Hand using parts of the city as weapons. I worked alongside another designer to completely reshape the game from a rather one-note looping on-rails shooter as it was in its original demo into a full experience jam-packed with moments that feel badass to shoot through.
Part of my work on this game involved heavily reworking the structure of the game from how it worked in the demo into a more linear, but cinematic experience. The beginning of my time on the team involved helping make important decisions that would influence the game's level design and overall feel.
I designed all the environmental events in the game. Most were completely original concepts from me, while others were heavily reworked versions of events in the demo. I also created storyboard-like documentation of these event concepts to help our programmers and artists fully realize my vision.
I also implemented each of my designs in engine. I collaborated frequently with the team's programmers to fix bugs and ensure a level of polish. While I was already experienced in Unity before working on this game, having more involvement in-engine here honed my skills a lot.
I helped oversee playtesting for the game and used my firsthand experience watching testers interact with what I'd created to inform balancing decisions and potential points of polish. Balancing and rebalancing my events was an ongoing effort that took place across the entire development period.