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Asgard’s Wrath
Role: Senior Designer — Systems, Levels, Combat, BossesTeam: Team of 7 designers | Mentored junior designersProject: 60+ hour AAA VR Action RPG (88 Metacritic)
Scope & Ownership
- Owned 5 critical-path levels (including early tutorials), driving design from concept through final, shipped implementation
- Led design for 2 major boss encounters, defining combat mechanics, pacing, and player flow
- Designed and implemented gameplay systems supporting combat, companions, encounters, and progression
- Partnered closely with Engineering, Art, Animation, Audio, and Narrative to deliver cohesive player experiences
Outcomes
- Shipped 5 levels, 2 bosses, and 30+ puzzle setups in a large-scale VR action RPG
- Built all player onboarding and tutorial content, establishing the game’s learning curve and UX foundation
- Designed key companion behaviors and core combat mechanics supporting moment-to-moment gameplay
- Implemented encounter reuse and spawn management systems to improve scalability and iteration speed
Valley of the Giants
Systems Design & Gameplay Foundations
Asgard’s Wrath combined large-scale environments, combat-driven progression, puzzle mechanics, and narrative storytelling. I worked across level design, gameplay systems, and boss encounters, building reusable frameworks and encounter patterns that scaled across the project and later expanded in Asgard’s Wrath 2.
- Designed exploration-focused levels integrating combat, puzzles, traversal, and narrative beats
- Built boss encounters emphasizing readability, mechanical escalation, and player mastery
- Implemented gameplay systems supporting enemy behaviors, progression loops, and encounter flow
- Owned critical-path content while coordinating cross-discipline delivery
Impact
- Played a key role in shipping a critically acclaimed VR RPG (88 Metacritic)
- Established reusable encounter and systems patterns adopted across the project
- Built scalable combat and progression foundations later expanded in Asgard’s Wrath 2
- Mentored junior designers, raising encounter quality and design consistency across the team
This project solidified my focus on systems-first design — building reusable frameworks rather than isolated content — a philosophy that continues to guide my work today.

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Skip to 25:42 to see the Exiled to Jotunheim Prison level.
Owned this level from paper design through ship, including encounter flow and the elevator fight (implemented directly in Unreal Blueprints).

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Skip to 2:02 to see the Valley of the Giants level.
Level ownership from concept to ship, featuring a unique perspective for the player and the introducing Dragon companion while delivering end-to-end gameplay implementation.