Unannounced Title
This game was in development at Meta, Sanzaru Games before the studio was shut down in 2026.
ROLE: Senior Combat and level designer
TOOLS: Unreal Engine 5, Autodesk Maya
CONTRIBUTIONS TO THE PROJECT:
BOSS FIGHT DEVELOPMENT:
Owned the design and implementation of SEVERAL large-scale boss fights, owning all the 3Cs, for an unannounced AAA action title, including systemic tech and tuning pipelines.
Developed all the systems needed to implement bosses FROM SCRATCH while collaborating with engineers.
Took boss fights from paper to implementation while leading multi-disciplinary teams that included artists, narrative and level designers, AI and player engineers, animators and producers.
Developed unique combat choreography for each boss.
Each boss fight spanned 3 phases and 4 cinematics with about 10-12 minutes of gameplay time for each boss.
Tuned combat pacing, readability and responsiveness to enhance combat feel.
COMBAT DESIGN:
Developed initial combat arena framework for the entire game.
Prototyped several new combat mechanics on my own in Unreal Engine.
Developed enemy-player interaction metrics for different classes.
Paper designed and implemented 2 classes of enemies.
Developed spawn behaviors for different enemy classes.
Wrote spec documents for several features that needed to be redesigned from the ground up including AI patrol paths, AI navigation.
Developed several enemy mechanics used across different enemy classes like jumping up to different nodes in the environment, sliding around the arena.
TOOLS DEVELOPMENT
Championed development of tools needed to implement boss fights.