Skull and Bones
World design, systems design, game design, narrative design, prototyping
Hunting Grounds Game Mode
We've been prototyping and creating the Hunting Grounds Game Mode of Skull and Bones for some time now. I was involved at the earliest stages, building the prototypes and conceptualising the game play that eventually form the backbone of the game mode.
This also includes.
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Data Pipeline development for World creation and level design.
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Prototyping systems for use in the game mode.
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Data integration and iteration of Hunting Grounds content.
Skull and Bones Hunting Grounds E3 2018 Demo
I was part of the team that designed the content and experience of the E3 Hunting Grounds playable demo.
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Eurogamer's Editor Choice Awards e3 2018
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Skull & Bones pretty much won E3 for us. That is not something we would have predicted a week ago, but it goes to show that there are limits to how predictable E3 can get.
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Gamespot e3 218: Best of Games and Tech
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If you’re looking for an authentic pirate experience, Skull & Bones is as close as you can get.
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Gamesradar: The Best, most exciting games at e3 2018
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it all makes you feel like you could claim the seas as your own in this shared world, even if you have to stab a few allies in the back to get there.
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