After launching the Client I moved to working on new projects, and in September 2017 transitioned roles from programmer to game designer. As acting lead designer on an unannounced UE4 project, I worked closely with the rest of the team and took responsibility for mechanics design including narrative, combat, exploration, and multiplayer. Flexibility and fearlessness were key as I took on a wide variety of tasks including running the development and iteration of our combat prototype, encounter design, pitching, and working with production to map the mechanics required for the entire game.
I organized a small team for a two-day game jam to create Sword Coast High, a Dungeons and Dragons dating simulator, acting as the team lead, producer, and lead designer. We created a solid and polished experience that was shared through the Beamdog and Dungeons and Dragons twitch channels. I also started and run the lunch and learn program, where employees volunteer to give a presentation over lunch that shares their knowledge in a topic they are passionate about.