Associate World Designer & System Creator

During my tenure at Blizzard, I absorbed invaluable knowledge from the skilled professionals around me, honing my craft to the highest standard. I meticulously crafted 25 small points of interest (POIs), refining them from the Concept Phase to the Functional Phase while actively seeking feedback and securing approval. Additionally, I conceptualized and executed 30 vignettes and accents that enriched the world with deeper storytelling elements. Through the development of these POIs, I devised a streamlined pipeline outlining the process of implementing them using a level prefab process within the engine. Furthermore, I assumed the role of the primary point of contact (POC), guiding others through the process and creating new level prefabs as needed, thereby ensuring smooth and efficient workflow for all involved.

World Designer

In my role as a world designer for project, I collaborated closely with the narrative and activities teams to craft 25 distinctive small areas, each with its own unique story, activity, blockout, and placement within the world. I prioritized incorporating feedback from my world design team into each iteration, ensuring that every review showcased the desired improvements. Additionally, I maintained open communication with other teams to ensure alignment across all areas. Alongside the small points of interest (POIs), I curated 30 individual vignettes and accents tailored to the specific biome I was working on, enhancing the thematic consistency of the environment. Furthermore, I ensured that while each product I created was unique, it remained adaptable for use in different biomes, with appropriate adjustments to accommodate varying stories and environments.

System Creator

Under the guidance of a senior lead designer, I led the development of a continuity system and refined processes for creating level prefabs within the engine, crucial for placing points of interest (POIs) on a map. Through Confluence, I meticulously crafted a comprehensive guide detailing each step of creating an empty level prefab, ensuring accessibility for team members at all skill levels. This encompassed specifying the level prefab size relative to the POI, establishing default map settings for seamless blending, and ensuring the landscape for both the POI and world map to seamlessly meshed. Working closely with the tech engineering team, I fine-tuned the steps to closely align with engine capabilities while prioritizing user-friendliness. Upon finalizing the documentation, I collaborated with producers on my team to seamlessly integrate the system into the pipeline for the phase approval process, guaranteeing a smooth implementation and widespread adoption.

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