I joined ZeniMax Online Studios as a Combat Design Intern and was later brought on full-time as an Associate Combat Designer. I worked on a now-cancelled unannounced third-person action MMO, for a little over 2 years, focusing on core combat systems and player kit development while collaborating closely with teams across design, engineering, animation, and more.
My Responsibilities
Helped design and implement core third person combat systems, including ranged weapon feel, targeting logic, and ability-driven combat loops.
Worked with engineers to prototype player kits from the ground up using networked state machines and visual scripting, focusing on fast iteration and sync across systems.
Collaborated with animation, VFX, and audio to polish player kits and weapons for a high-visibility Xbox leadership demo, focusing on timing, clarity, and impact.
Wrote foundational design docs outlining melee principles and weapon archetypes, used by the team to align direction and inform early prototyping.
Prototyped experimental weapons and abilities outside scope to test engine limits and pitch new combat possibilities for future features.
Supported the development of cooperative player kits by exploring mechanics that encouraged synergy, team positioning, and role clarity.
Incorporated playtest feedback to improve UI clarity, input response, and moment-to-moment combat feel across player kits.
Built and maintained a shared test level used by Art, Animation, VFX, and AI teams to validate combat systems and align on timing, readability, and feel.
