PROJECT RELEASED // 2022
GAME & LEVEL DESIGNER
MISSION PROFILE
As a core designer for this critically acclaimed VR survival horror, I took **end-to-end ownership** of the game's expanded arsenal and two critical campaign missions.
CRITICAL RESPONSIBILITIES
- Arsenal Architecture: Owned the design pipeline for all new weapons from concept to ship. Managed stat tuning, ammo economy, and crafting recipes to maintain the game's survival tension.
- Haptic & "Game Feel": Single-handedly designed and tuned the haptic feedback profiles for the chainsaw, creating one of the most visceral and praised interactions in the game.
- Campaign Level Design: Architected the layout and pacing for two primary missions, balancing narrative beats with systemic combat encounters in a non-linear environment.
- Enemy Systems: Conceptualized and drove the development of the "Eradicator" heavy armor enemy, expanding the combat sandbox with a new tactical threat.
WEAPON FEEL & HAPTICS
Defined the physical weight of VR combat. Tuned recoil, reload friction, and haptic feedback to ensure every weapon felt distinct, grounded, and satisfyingly lethal.
SURVIVAL ECONOMY
Managed the macro-economy of scavenging. Placed resources and adjusted crafting costs to keep players constantly on the razor's edge of starvation vs. power.
NON-LINEAR LAYOUT
Designed open-ended mission spaces that support multiple approach vectors (stealth vs. combat) and verticality, rewarding players for utilizing the VR climbing mechanics.
VISUAL INTEL
AAA,
