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.