
The Walking Dead: Saints & Sinners – Chapter 2: Retribution
Gameplay & Level Design Contributions
Faction Camps
Designed and built faction camps with carefully planned layouts.
Integrated environmental storytelling elements to enrich immersion.
Weapons Design
Conceptualized and balanced eight unique weapons.
Ensured smooth integration into the combat system for cohesive gameplay.
Main Story Mission
Led development of a major narrative mission in collaboration with writers and narrative designers.
Scripted complex mission sequences.
Designed engaging gameplay scenarios that advanced the plot and sustained player engagement.
Gameplay Systems
Developed and iterated on two new gameplay systems.
Rigorously tested features to ensure they improved immersion and enjoyment.
Team Collaboration
Supported fellow developers across disciplines, contributing to tasks outside of core responsibilities.
Fostered a collaborative environment that encouraged creativity and problem-solving.
Narrative & Dialogue
Scripted dialogue to deepen character development.
Wove compelling narrative beats into gameplay to strengthen player connection to the story.
Immersion Enhancements
Implemented haptic feedback tuned to in-game actions, heightening tactile immersion.
Cross-Platform Support
Maintained characters across multiple platforms.
Ensured performance consistency and stability across devices.
Overall Contribution
Showcased strong multitasking and adaptability.
Contributed to both gameplay innovation and overall product quality.
Development Documentation Collection
Game Design Documents (GDDs)
Emphasized clear, concise breakdowns of core gameplay concepts.
Included reference images to guide artists and support visual consistency.
Task Breakdown & Production Support
Provided detailed task breakdowns for each department, tailored to the specific work required for each entry.
Facilitated creation of JIRA tickets and sprint planning.
Enabled department leads to efficiently assign and track tasks per sprint.
Overall Contribution
Streamlined communication between design, art, and production teams.
Ensured clarity and consistency in the execution of design vision.
Click on any document below to read the full brief.
Eradicator NPC Design Doc
Tower Mission 2 Design Doc
Grenadier NPC Design Doc
Corpse Loot System Design Doc
Chainsaw Haptics Design Doc
Weapon/Combat Design
Weapons Design & Implementation
Initial Design Process
Assumed full responsibility for the design and implementation of weapons featured in the trailer.
Authored a detailed weapons brief, outlining weapon functionality and integration with existing systems.
Provided the concept art team with essential references, including visual inspiration and in-depth functional descriptions.
Cross-Team Coordination
Created structured task lists for art, design, and code teams.
Enabled efficient resource allocation by team leads through clear planning and documentation.
Implementation
Integrated completed weapon models from the art department into gameplay.
Scripted damage values and implemented haptic feedback curves for each weapon.
Tuning & Balancing
Conducted personal playtests to assess weapon performance and player feel.
Iterated based on feedback from the Design Lead and QA teams.
Adjusted key gameplay parameters, including:
Fire rate
Ammo capacity
Recoil
Ammo types
Damage output
Refined SFX & VFX to ensure weapons felt impactful and polished.
Overall Contribution
Ensured each weapon was tightly balanced, fun to use, and fully integrated into the game’s combat ecosystem.








