The Last of Us Online was a cancelled multiplayer project I worked on as a Game Designer while I was at Naughty Dog. Here I held end-to-end ownership of a core gameplay system and had the opportunity to collaborate closely with various disciplines throughout the development cycle.
I joined the project midway through development and took on a large-scale system. While working on the project, I:
- Worked with art, animation and audio to script high-fidelity interactions and minigames
- Developed hand-in-hand with programming a highly modular and robust item spawning system that would distribute and place item pickups in a realistic fashion
- Collaborated closely with level designers to ensure my system and interactions were being used effectively in each level
- Worked with concept and prop artists to create player-readable thematic pickups that fit within the constraints of my system
- Wrote and enforced guidelines for environment artists to allow seamless spawning of item pickups into the environment with realistic placement
- Collected gameplay data and built dashboards in Tableau to monitor and inform design decisions