TWD: RETRIBUTION
Skydance Interactive
MISSION BRIEF
PROJECT STATUS: Released (2022)
As a Game & Level Designer, I took ownership of two primary campaign missions (with supporting work on a third) and led the design for the game's entire new arsenal.
My role extended beyond layout; I managed the full pipeline for all new weapons—from concept and tuning to crafting recipes and ammo economy. I collaborated closely with Art, Animation, and Engineering to bring these tools to life, including single-handedly designing the visceral haptic feedback for the game's star weapon: The Chainsaw.
KEY OBJECTIVES
- Weapon Design & Tuning: Designed all new weapons, handling stat tuning, crafting logic, and ammo balancing. Owned the implementation of the Chainsaw's haptics to ensure maximum "game feel."
- Enemy Design ("The Eradicators"): Conceptualized, named, and drove the development of the new "Eradicator" enemy type from initial pitch to final ship.
- Mission Architecture: Owned the layout, scripting, and pacing for two major campaign missions, balancing narrative beats with systemic combat encounters.
- Production Pipeline: Managed cross-disciplinary efforts between animation and engineering to ensure complex weapon interactions worked flawlessly in VR.
VISUAL INTEL
AAA,
