Watch Dogs: Legion
Mission Designer
I joined Watch Dogs: Legion after it had been in development for some time, but even after my arrival it would go through significant changes. A big part of my efforts on WDL was responding to changing gameplay designs and pillars and adapting our missions to support them.
I was the primary mission designer for what we called the Kingmaker chapter (but shipped as the SIRS missions), an arc dedicated to spy craft and subterfuge. In that, I was able to work on a number of open world locations, adapting them as needed to promote stealth and hacking as pillars of the game experience. I also became something of a local expert on setting up the hacking puzzles for the mission team, as mine were often front and center in my missions (see Espionage 101 below for my favorite example).
Additionally, I built the interior for the final mission in the chapter and scripted the extended ‘boss fight’ found in there using the proprietary visual scripting language used at UbiTO.
I was also the mission designer for the first/tutorial mission on the standalone expansion, Bloodline. As a standalone experience, it was important to introduce new and lapsed players to the game quickly and get them right into the meat of the fun. I’m incredibly proud of my work on it, not least of all because the entirety of Bloodline’s production was during COVID lock downs and distancing.