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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.

  • Data Pipeline development for World creation and level design.

  • Prototyping systems for use in the game mode.

  • 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.

  • Eurogamer's Editor Choice Awards e3 2018

    • 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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