My time at Cryptic Studios was split between two games: Neverwinter Online, and Star Trek: Online, both of which were MMORPGs that had been live for several years. I started my time at Cryptic on the STO:O team, mostly working on rewards, economy, resource sinks, progression, NPC encounters, and Microtransactions. An opportunity to transition to the Neverwinter team was made available to me after showing what I could do on the older ST:O team, where I became more focused on NPC encounters and Microtrasactions, while assisting the Content Designers in fulfilling their Systems Design needs.
Neverwinter: Online
Subject: Module 22 – Dragonbone Vale
Task: Crown of Keldegonn Trial Boss. End-game boss encounter content for our most hardcore players. It is intended to be the hardest and most mechanically complex content in our game until the next trial release. This includes extensive player playtesting, iteration, and feedback triage processing.
Task: Crown of Keldegonn Trial Boss. End-game boss encounter content for our most hardcore players. It is intended to be the hardest and most mechanically complex content in our game until the next trial release. This includes extensive player playtesting, iteration, and feedback triage processing.
Subject: Module 21 – Jewel of the North
Task: Season Pass. An attendance encouraging system that motivates playing the game repeatedly over the span of a couple months in order to unlock bonus prizes based on time investment. Also functions with monetization to bypass time investment.
Task: Demogorgon Trial Boss rework. I was tasked with taking an old, bug-ridden boss encounter from 4+ years prior, and refurbishing it with new mechanics to bring it into modern system sensibilities.
Task: Content Support
Task: Season Pass. An attendance encouraging system that motivates playing the game repeatedly over the span of a couple months in order to unlock bonus prizes based on time investment. Also functions with monetization to bypass time investment.
Task: Demogorgon Trial Boss rework. I was tasked with taking an old, bug-ridden boss encounter from 4+ years prior, and refurbishing it with new mechanics to bring it into modern system sensibilities.
Task: Content Support
Subject: Module 20 – Return to Sharandar Episode
Task: Create two dungeon bosses, a mid-boss and the end-boss of the dungeon, for the new dungeon: The Vault of Stars.
Prince of Frost. The mid-boss of the dungeon.
The Queen of Air and Darkness. The end-boss of the dungeon.
Task: Design and build a primary revenue source Chance-box: The Spellbound Lockbox
Task: Design and build a primary revenue source Chance-box: The Ensorcelled Lockbox
Task: Design and build a primary revenue source Chance-box: The Enchanting Lockbox
Task: Content Support
Task: Create two dungeon bosses, a mid-boss and the end-boss of the dungeon, for the new dungeon: The Vault of Stars.
Prince of Frost. The mid-boss of the dungeon.
The Queen of Air and Darkness. The end-boss of the dungeon.
Task: Design and build a primary revenue source Chance-box: The Spellbound Lockbox
Task: Design and build a primary revenue source Chance-box: The Ensorcelled Lockbox
Task: Design and build a primary revenue source Chance-box: The Enchanting Lockbox
Task: Content Support
Subject: Module 19 – Avernus
Task: Zariel’s Challenge Trial Easy Mode revamp. This task involved taking the most difficult content in the game and converting it to content that can be played by a larger percentage of players of varying skill levels.
Task: Design and build a primary revenue source Chance-box: The Bloodwar Lockbox
Task: Design and build a primary revenue source Chance-box: The Redeemed Lockbox
Task: Design and build a primary revenue source Chance-box: The Forsaken Lockbox
Task: Avernus Campaign reward/retention mechanism. Every module gets a new campaign that guides the player through the story progression of the module, which contains some rewards.
Task: Zariel’s Challenge Trial Easy Mode revamp. This task involved taking the most difficult content in the game and converting it to content that can be played by a larger percentage of players of varying skill levels.
Task: Design and build a primary revenue source Chance-box: The Bloodwar Lockbox
Task: Design and build a primary revenue source Chance-box: The Redeemed Lockbox
Task: Design and build a primary revenue source Chance-box: The Forsaken Lockbox
Task: Avernus Campaign reward/retention mechanism. Every module gets a new campaign that guides the player through the story progression of the module, which contains some rewards.
Subject: Module 18 – Infernal Descent
Task: Design and build a Mini-boss Encounter for the Infernal Citadel Dungeon: Zaphael the Pit Fiend.
Task: Design and build a primary revenue source Chance-box: The Descent Lockbox
Task: Design and build a Mini-boss Encounter for the Infernal Citadel Dungeon: Zaphael the Pit Fiend.
Task: Design and build a primary revenue source Chance-box: The Descent Lockbox
Subject: Module 17 – Uprising
Task: Build a new Seasonal PvP System that takes advantage of old tech that had been long disused and forgotten.
Task: Assist in level-cap increase by updating the Crafting System with new end-game options.
Task: Build a new Seasonal PvP System that takes advantage of old tech that had been long disused and forgotten.
Task: Assist in level-cap increase by updating the Crafting System with new end-game options.
Subject: Module 16 – Undermountain
Task: My first task was to re-balance one of the primary currency sinks and power spikes in the game: Gear Enchantments; to give them more purity of purpose and overall balance.
Task: Systems Support. I was brought on towards the mid/end-point in development due to another staffer leaving the company, and thus I ended up supporting the other Systems Designers with their tasks.
Task: My first task was to re-balance one of the primary currency sinks and power spikes in the game: Gear Enchantments; to give them more purity of purpose and overall balance.
Task: Systems Support. I was brought on towards the mid/end-point in development due to another staffer leaving the company, and thus I ended up supporting the other Systems Designers with their tasks.
Star Trek: Online
Microtransactions
Subject: The Emperor’s Lockbox
Task: Create the contents of a primary revenue source chance-box, meant to drive sales and retain current players by means of offering character-build alternatives and new thematic items.
Task: Create the contents of a primary revenue source chance-box, meant to drive sales and retain current players by means of offering character-build alternatives and new thematic items.
Subject: The Swarm Lockbox
Task: Create the contents of a primary revenue source chance-box, meant to drive sales and retain current players by means of offering character-build alternatives and new thematic items. The particular theme of this lockbox was based upon the Hur’q species encounters, which had been a part of a major story arc.
Task: Create the contents of a primary revenue source chance-box, meant to drive sales and retain current players by means of offering character-build alternatives and new thematic items. The particular theme of this lockbox was based upon the Hur’q species encounters, which had been a part of a major story arc.
Subject: The Privateer Lockbox
Task: Create the contents of a primary revenue source chance-box, meant to drive sales and retain current players by means of offering character-build alternatives and nostalgic items.
Task: Create the contents of a primary revenue source chance-box, meant to drive sales and retain current players by means of offering character-build alternatives and nostalgic items.
NPC
Subject: The Krenim Starship NPCs
Task: Be the sole owner and creator of the Krenim Starship NPC Group. This includes building the NPCs to synergize as a group, while also having an individual stand-out role. This also meant building the boss Starship version of the group.
Task: Be the sole owner and creator of the Krenim Starship NPC Group. This includes building the NPCs to synergize as a group, while also having an individual stand-out role. This also meant building the boss Starship version of the group.
Expansion Arcs
Subject: Season 15, Age of Discovery Content Support
Task: Support the Content Designers by designing and balancing NPC encounters. Build rewards and loot tables for missions. Help tune and balance a new player tutorial experience and provide Content Designers with any necessary Systems focused support.
Task: Support the Content Designers by designing and balancing NPC encounters. Build rewards and loot tables for missions. Help tune and balance a new player tutorial experience and provide Content Designers with any necessary Systems focused support.
Subject: Victory Is Life Expansion
Task: Work with other Designers to create the fourth expansion to the game. This includes building NPC encounters, NPC drop-tables, mission rewards, managing the new tutorial’s item pacing for end-game (level 95) character creation. Create and build the primary revenue driver of the expansion The Gamme vanguard Pack. Create the new player species: The Cardassians
Task: Work with other Designers to create the fourth expansion to the game. This includes building NPC encounters, NPC drop-tables, mission rewards, managing the new tutorial’s item pacing for end-game (level 95) character creation. Create and build the primary revenue driver of the expansion The Gamme vanguard Pack. Create the new player species: The Cardassians
Subject: Agents of Yesterday Expansion
Task: Work with other Designers to create the third expansion to the game. This includes building NPC encounters, NPC drop-tables, mission rewards, managing the tutorial’s item pacing, and building player-team skills and items that reflect on the license property of “Star Trek: The Original Series.”
Task: Work with other Designers to create the third expansion to the game. This includes building NPC encounters, NPC drop-tables, mission rewards, managing the tutorial’s item pacing, and building player-team skills and items that reflect on the license property of “Star Trek: The Original Series.”
Progression
Subject: Dranuur Fleet Colony World
Task: Develop the reward and progression scheme for an end-game player investment/retention system. Develop and build the items and powers that can be obtained from the stores that are unlocked via the player’s investment.
Task: Develop the reward and progression scheme for an end-game player investment/retention system. Develop and build the items and powers that can be obtained from the stores that are unlocked via the player’s investment.
Subject: Lukari Restoration Initiative Reputation
Task: Create an end-game reputation grind system for a new faction being introduced to the players. This involves creating all items, powers, and bonuses involved in creating an end-game player investment/retention system.
Task: Create an end-game reputation grind system for a new faction being introduced to the players. This involves creating all items, powers, and bonuses involved in creating an end-game player investment/retention system.
Subject: K-13 Fleet Station
Task: Develop the reward and progression scheme for an end-game player investment/retention system. Develop and build the items and powers that can be obtained from the stores that are unlocked via the player’s investment.
Task: Develop the reward and progression scheme for an end-game player investment/retention system. Develop and build the items and powers that can be obtained from the stores that are unlocked via the player’s investment.
Item & Event Rewards
Subject: Kobayashi Maru Event Rewards
Task: Create the rewards for a limited time event.
Task: Create the rewards for a limited time event.
Subject: Sompek Arena Event Rewards
Task: Create the rewards for a limited time event.
Task: Create the rewards for a limited time event.
Subject: First Contact Day Event Rewards
Task: Create the rewards for a limited time event.
Task: Create the rewards for a limited time event.
Subject: Enter the Breach! Event Rewards
Task: Create the rewards for a limited time event.
Task: Create the rewards for a limited time event.
Subject: Sompek Arena Event Rewards
Task: Create the rewards for a limited time event.
Task: Create the rewards for a limited time event.
Subject: Item rewards for the “Scylla and Charybdis” episode arc
Task: Be the sole owner and creator of the items and their reward tables for the episode arc “Scylla and Charybdis”.
Task: Be the sole owner and creator of the items and their reward tables for the episode arc “Scylla and Charybdis”.
Subject: Risa Summer Event Rewards
Task: Create the rewards and manage system updates for the month-long summer event celebration.
Task: Create the rewards and manage system updates for the month-long summer event celebration.
Subject: Q’s Winter Wonderland 2017 Event
Task: Work with a team to create a brand new activity: Wrath of the Kramp’Ihri! This includes designing the boss’s mechanics and building his skills, as well as fine tuning the scoring mechanisms and reward balance of the new activity. Create exclusive Winter Holiday 2017 items.
Task: Work with a team to create a brand new activity: Wrath of the Kramp’Ihri! This includes designing the boss’s mechanics and building his skills, as well as fine tuning the scoring mechanisms and reward balance of the new activity. Create exclusive Winter Holiday 2017 items.
Subject: Q’s Winter Wonderland 2016 Event
Task: Work with a team to create a brand new activity: Klingon Ice Fishing. This includes the pacing, skills, scoring, and reward balance of the new activity, as well as all other Exclusive Winter Holiday 2016 items.
Task: Work with a team to create a brand new activity: Klingon Ice Fishing. This includes the pacing, skills, scoring, and reward balance of the new activity, as well as all other Exclusive Winter Holiday 2016 items.
Subject: Item rewards for the “Future Proof” episode arc
Task: Be the sole owner and creator of the items and their reward tables for the episode arc “Future Proof”.
Task: Be the sole owner and creator of the items and their reward tables for the episode arc “Future Proof”.