TWD Saints & Sinners
PROJECT RELEASED // 2022

TWD:RETRIBUTION

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.
01

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.

02

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.

03

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,
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