• Resume
  • Professional Work
    • Tools Development
    • Asgard's Wrath 2
    • Asgard's Wrath
    • Marvel Powers United VR
  • About

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Asgard’s Wrath 2
Role: Systems Design LeadTeam: Led a team of 15+ designers across combat, progression, and encounter teamsProject: 100+ hour AAA VR action RPG (GOTY winner, IGN 10/10)
Scope & Ownership
  • Owned core combat and progression pillars, including bosses, enemies, AI companions, and encounter systems
  • Designed and implemented group combat, AI navigation, spawning, population management, and enemy behaviors
  • Built UE5 editor tools and validation systems adopted studio-wide to accelerate iteration and enforce gameplay standards
  • Personally authored major content including first hero ability set, first enemy faction, encounter tooling, and three cinematic bosses (Heru, Set, & Loki)
Outcomes
  • Enabled rapid iteration across a modular combat library supporting 130+ enemies, 4 heroes, AI companions, and dozens of abilities, while maintaining consistent combat feel
  • Helped ship a 100+ hour AAA RPG in ~4 years, achieving IGN “Masterpiece” status and multiple GOTY awards
  • Established reusable combat and progression frameworks adopted across heroes, enemies, and level teams, reducing duplicated setup and accelerating content production
  • Improved cross-discipline iteration speed by embedding validation and tuning directly into the Unreal editor, cutting late-stage rework and integration risk
  • Promoted to Lead Designer after this project, overseeing Combat & Systems teams and partnering closely with Narrative and Level Design.

Systems Design Lead

As the Systems Design Lead on the award-winning Asgard's Wrath 2, I led a team of designers to create:
  • 4 playable heroes with unique combat, skill trees, and puzzle gameplay
  • 5 AI animal companions with their own unique combat, skill trees, and puzzle gameplay
  • Companions converted between ridable mounts and humanoid companions
  • 130+ Enemies - 4 major factions, unique elemental variants
  • 10 huge cinematic boss battles
  • 12 mini-boss encounters
  • 38 ambient interactive creatures to bring the world to life
  • 12 player-customizable weapon types with unique play styles
  • Level & Encounter design tools
  • Endless Dungeon Mode
For this 100+ hour action-RPG adventure, rapid but high-quality development was essential. To achieve this, my teams created:
  • A deep and robust combat system emphasizing player choice and autonomy
  • Group/mob combat systems including enemy ranges and combat circles
  • Navigation systems
  • Spawning and population management systems
  • Boss editing tools and systems
  • Stats systems and calculators
  • Enemy and Companion AI systems
  • Vehicle systems
  • Loot and Crafting systems
  • Pseudocode programming language for rapid editing of AI behaviors
  • Animation metrics and supporting tooling
  • Skill and milestone systems
  • Documentation standards to keep inter-team collaboration rapid and clear
Impact:
  • Delivered a complete combat and progression foundation supporting 4 playable heroes, 5 companions, and 10+ bosses
  • Enabled designers to author encounters independently through reusable tools and systems, reducing reliance on engineering for iteration
  • Established encounter and AI patterns reused across the project, improving consistency and reducing per-level setup time
I personally developed the designs for many of these systems and mentored and guided on the rest. I led my team, gave targeted feedback, and trained them to work cross-functionally with engineering, art, vfx, animation, and audio to deliver a high-quality product.
  • I'm a very hands on lead. Work I did myself included setting up the combat system, the first faction of enemies, the first hero's ability set, encounter building tools, and 3 major bosses (Heru, Set, & Loki).
Asgard's Wrath 2 was built in 4 years and achieved "Masterpiece" status on IGN.

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Skip to 18:10 to see the Loki Battle! This was the final boss in Asgard's Wrath 2. I personally built this fight from start to finish utilizing Unreal Blueprints.
Nick Vollmer — Lead Gameplay Designer | Combat Designer | Technical Designer

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