
ACtivities
Live Game Development
Implemented, polished, and bug fixed a wide range of content and systems for Dark Age of Camelot, including building new housing zones, tuning encounter difficulty, creating quests, bug fixing item rewards, adding/modifying class skills and effects, and editing AI scripts.
Version Planning / Roadmapping
Worked with senior production staff to create version plans for live game development with Dark Age of Camelot. Tracked progress for live game development and expansions through MS Project to manage dependencies and scope of work.
Test Program Coordination
Administrated the volunteer team lead program, which helped identify core issues with the game’s 45 classes and PvP realm balance. Curated and prioritized issues from quarterly team lead class reports and suggested solutions to the engineering team and the lead systems designer.
Release Management
Coordinated update and hot fix processes with engineering, QA, and CS for test and live servers. Collected and edited patch notes for live deployments, organized hot fix testing and deployment, shepherded QA white glove testing on live servers, and served as a first-line, emergency contact for patch deployment issues.
PAST WORK

Champion Levels and Subclassing
Created a horizontal progression system for Dark Age of Camelot’s Darkness Rising expansion in 2005. The system allowed characters to receive minor improvements in hit points and power and access to a sub-classing system that allowed characters to gain additional abilities – learning minor skills from base classes – to add end-game utility.

Core Combat & PvP Balancing
Assisted with the creation of a balancing system that granted “underdog” realms defensive and offensive passive effects to counteract uneven faction/realm populations on a given live server. Served as systems designer during 2004 – 2007 with the primary responsibility of maintaining PvP meta game through continued tweaks to classes and PvP benefits.