Witherbloom
Hub and base-building mechanics
The Hearth
Contributed to prototyping efforts on our hexagonal tile based building systems
Levels
The Outpouring, Floor 1 of the Sanctum of Harmony
As seen in Nine Dots Backstage #3

I joined after the concept stage for this level, and helped environment artists realize and remove any lingering constraints from original designer’s vision.
Once first art iterations were completed, I aligned the player flow with new constraints that had been hardened during iteration on other dungeons.
Environment artists and I collaborated on delivering combat-ready gameplay spaces.
My role including Encounter Design for planning, implementing, and tuning all combat.
I populated survival resources, interactables, and critical quest objects.
I also authored Blueprint for 8+ multiplayer-ready level actors seen in level.
Tools used as a level designer:
– World Partition
– Data Layers
– Gameplay Abilities
– Flow Graph
– Narrative3 aka Narrative Tales
The Scatter, Floor 2 of the Sanctum of Harmony

Multiple island hopping loops
[more details closer to release]
You’ll have to wait to see more:
at least until the second floor
of this dungeon is shared with
all our fans in the near future!
– JD
Act 1 Narrative implementation

I owned and implemented much of the quest and dialogue scripting for Act 1.
I templated or standardized our implementation approach across 3 designers by
- identifying and documenting the ideal functional patterns
- applying these patterns across all similar cases in content plans
- tracking application of solutions across various content areas
- testing to quickly resolve where previous solutions had begun to fail





