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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.