Design

Unannounced Warcraft Mobile Title

Senior Game Designer, Blizzard Entertainment (2020-2022). Cancelled after several years of development.

A geolocation game in the Warcraft universe with a full story-driven campaign on mobile. I authored, implemented, and iterated hundreds of quests including encounters and unique gameplay, and operated as content lead for critical campaign implementation and the first-time user experience.

The interesting design challenge was building campaign content around players who are physically moving. I worked with procedural spawn prediction to place encounters where people would actually walk, and handled global spawning rules, density tuning, and pacing across real-world geography. The campaign had to feel authored and intentional on top of a system that didn't know where you'd go next.

Also served as technical design systems expert, partnering with engineers to rapidly prototype gameplay mechanics.

Design diagram: authored campaign content meeting procedural spawn systems for a player moving through real-world geography

Design Iteration in the AI Era

Based on learnings from "The Last Hundred" agentic mobile prototype.

When working alongside an AI agent, the sheer mass of content is no longer the primary bottleneck in game development. In traditional pipelines, a significant portion of a designer's time is spent "soup tasting"—manually tweaking, nudging, and polishing an endless stream of bespoke content.

In an agentic workflow, the paradigm shifts entirely toward systemic iteration. Because tools and agents can generate hundreds of assets, dialog lines, and encounters in minutes, the designer's role elevates to establishing robust, systemic rulesets and evaluating the holistic output.

The challenge is no longer "how do we produce enough content," but rather "how do we design systems that can sustainably ingest, categorize, and surface high-volume agent-generated content without losing an authored, cohesive feel?" It requires building the systemic architecture first, so that iteration happens at the logic and framework layer rather than the individual asset layer.

The Last Hundred tool pipeline: Claude Code orchestrating Nano Banana Pro, Godot MCP, and Gastown into Godot 4