Senior Principal System Designer
(Mission Feature Team)
Cloud Imperium Games
I am currently employed as a Senior Principal System Designer within the Mission Feature Team at Cloud Imperium Games.
A taste of my current responsibilities and achievements whilst in this role include:
Developing the Mission system, and related systems for use within Star Citizen's Persistent Universe
Designing and developing new mission types that are engaging and fun, with emphasis on modularity, reusability and scalability - using in-house Subsumption visual scripting and other entity creation and production tools
Championing the pursuit of tool improvements that affect the mission systems and work flows that benefit scalability and efficiency of all mission designers
Mentoring less senior and junior mission designers on designs and technical best practices and processes
Interpreting and assessing player feedback across multiple public platforms to spot systemic issues that negatively affect user experience so as to seek out improvements
Designing and technically breaking down various mission feature/gameplay systems into tiers of delivery and then delivering them as part of multidiscipline-cross team endeavours
Devised and developed along with Engineers the approaches necessary to deliver dynamic events to the Persistent Universe
Designed, single handed technical breakdowns of; and scripting of the mission aspects of two major dynamic events:
XenoThreat (multiple publishes) , Invictus launch week (multiple publishes)
Continued ownership of adaption and maintenance of existing mission types and modules
Led the way in seeking development improvements to the mission usage/processes of the Subsumption scripting tools
To-date and counting, I have worked on and contributed to 20 major live publishes of Star Citizen, 30+ point patch releases and multiple demos
Below are some highlights from the dynamic events I have worked on as seen from community videos and clips.
This is an Inside Star Citizen episode that leads with a segment on the Xenothreat dynamic event I helped design and single headedly, built the mission logic of.
The video coincides with the second iteration, you get to see me speak a little and there's some footage from players playing the event.
This is a players video of the Javelin capital ship coming into to dock as part of the Invictus Launch week dynamic event. The Javelin cycles between a number of stations where it docks, opens for a tour that last for a period of time, then the tour comes to an end before the Javelin undocks and heads off to the next destination. There are also dialogue announcements via public announcement speakers and digital screens that display information about the events.
The ordering, scheduling, managing of the events and the triggering behind the public announcements and screens are my work which is scripted with Subsumption logic.
The Javelin tour from Invictus Launch week is a highly collaborative effort. My role is working between all the teams and disciplines to bring it together in the context of the touring Javelin tour event as a whole so that it operates in concert with the events logic.