D&D Digital
(2021 - Present)Â
Game Designer (2022-Present)
Associate System Designer (2021-2022)
Since November 8th, 2021, I have been working as a Game Designer at Wizards of the Coast on Project Sigil, an online digital platform for Dungeons and Dragons tabletop play.
Most of my work was and still is under NDA, but my responsibilities included:
Prototyped, designed, and documented gameplay, interface, and combat features in Unity and Unreal Engine 5
Collaboratively designed player-facing systems such as controls, traversal, damage feedback, and abilities
Designed scalable data systems for intaking and processing all 5e skills, features, weapons, spells, and magic items
Worked closely with Engineering, Art, QA, and Services to ensure smooth development and timely deliverables
Project Sigil has a suite of features that you'd expect in any D&D 5e Virtual Tabletop, but I've been helping to develop some particularly unique features, including:
Soft rules enforcement
Providing robust systems that enable rules enforcement for guided play, but still allow players to smoothly opt-out of rules enforcement to cater to the rules-flexible nature of Dungeons and Dragons (rule of cool).
High and low-level content creation for users and designers
Robust data needs that fit incredibly broad use-cases to aid readability and content creation by players and staff.
Exception-based rules nature of 5e means the data schemas I design must be robust and accommodating.
Flashy and snappy combat flow
Combat is an important part of D&D, and I've been putting a ton of time into refining the UX behind the combat flow. I want to celebrate the Tabletop experience and respect the origins of the franchise, but ensure we're forward-facing and designing unique features that will wow and surprise audiences.
I will update this page with specifics as to I worked on as they are revealed to the public.