I joined Hidden Path to help build content systems for their as-of-yet unreleased AAA open-world Dungeons & Dragons game. I was hired as the Principal Encounter Designer, tasked with building content as well as the systems for building and delivering content. I focused on data-based content systems that could be efficient, modular and reusable, as well as leaving space for bespoke pieces.

Across my first year with the company my title continued to change to reflect the growing scope of work I was taking on and problems I was solving. First I was rebranded as the Principal World Systems Designer, and then later was promoted to Senior Principal Technical Designer. I designed many systems, and made functional prototypes of most of them in Unreal Blueprints.

Given the unreleased nature of the projects worked on, access to more specific details will be furnished upon request.

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