Wayfinder
Senior/Lead Game Designer – Gameplay Systems and Procedural Content (Mutators)
Airship Syndicate - Built in Unreal 4
Owned design and implementation of the Dungeon Mutator System, a procedural combat modifier layer that drove replayability, challenge variety, and long-term engagement.
Delivered over 40 unique mutators, each introducing distinct combat conditions (environmental hazards, enemy buffs, player debuffs, scaling mechanics) while ensuring clarity, balance, and replay depth.
Led end-to-end development of the system, from early paper design and prototyping through scripting, integration, playtesting, and live balancing.
Established implementation standards and best practices for mutators, enabling other designers to quickly create high-quality, reusable content.
Created technical design documentation, flowcharts, and functional workflows that aligned design, engineering, art, and production on system goals.
Partnered closely with engineering to develop scalable frameworks and data-driven pipelines that reduced friction for mutator creation and future expansions.
Mentored and supported fellow designers, providing reviews, feedback, and training on procedural event design and system integration.
Balanced mutator combinations and difficulty scaling, ensuring content remained challenging without overwhelming players, and tuning for varied player skill levels.
Collaborated with encounter and combat teams to integrate mutators seamlessly into dungeon design, reinforcing synergy between core combat systems and procedural layers.
Contributed to live operations by gathering player feedback, monitoring engagement metrics, and iterating mutator balance post-launch.
Positioned the Mutator System as a flagship feature, extending Wayfinder’s lifecycle and giving the game a sustainable procedural endgame loop.
On Wayfinder, I had the opportunity to own one of the game’s most ambitious systems! We called it the Dungeon Mutator System.
From the earliest design sketches to final implementation, I built a framework that let us layer procedural challenges and modifiers onto dungeons. Achieving our goal of creating dynamic, replayable combat experiences.
Over the course of development I designed and shipped over 40 unique mutators, each with its own twist on gameplay, from environmental hazards to enemy enhancements and player tradeoffs. It was a huge design and technical challenge! Balancing clarity, difficulty, and fun while keeping the system scalable and performant was truly a great experience. This went on to become one of Wayfinder’s defining features.
I’m proud not only of the content itself, but also of the standards, tools, and documentation I created that empowered other designers to extend the system quickly and consistently.