PopCap / EA
Plants vs Zombies: Battle for Neighborville
Technical Design
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Built boss encounters, including mega-boss Dreadwood; scaling to support 1-4 players
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Scripted character abilities and diverse AI behaviors, including an ‘unalert’ AI system that would be proof of concept for open world PvZ
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Implemented AI for numerous characters, including bosses and their special abilities
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Built ‘DPS box’ tool that would eventually be used in automated testing framework to authentically measure damage calculations used for game balance
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Collaborated with UX engineer to build a data-driven progression system as well as in-game store features which served players across live service lifecycles
Monthly Activities
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Led the design of live service activities, overseeing one other designer
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Created a recipe to generate monthly activities like ‘Valenbrainz’ and ‘Luck of the Zombie’
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Prototyped multiplayer game modes to extend our single-player maps: scripted game modes, organized the playtests, collected & evaluated feedback, and iterated