Rift

(March 2011, PC MMORPG, Trion Worlds)

A massively multiplayer game set in a world of dimensional rifts and factional intrigue. Rift features a dynamic event system that throws players into huge battles with multitudes of monsters.


A party battles the final boss of Deepstrike Mines in Rift.

I worked on content design for Rift as the team explored ways to make the game's population feel more lively and dynamic. One of the ways in which we achieved this was to design a system for mob migration that enabled us to create a wide range of vignettes and pull puzzles; we even created situations in which mobs would fight each other.

Another area I worked on was dungeon design. A primary goal of the dungeon team was to avoid boss fights that boil down to little more than a check on the strength of the player's gear. Working with engineers to get the most out of our scripting tools, we created battles that require players to plan carefully, execute skillfully, and adapt quickly.

Other responsibilities I had on Rift: Prototyping dynamic events; Scripting and puppeteering of gameplay for trailers; tutorial design.