

(Novus Studio LLC, 2024)
Roles
On Wicked Arcana, I was a studio lead, producer, and technical designer. The work that I did included:
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Writing and maintaining design documentation
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Creating and assigning tasks to the rest of the team
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Monitoring progress on tasks, and helping resolve blockers so that everything progressed efficiently
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Creating character and enemy AI.
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Designing and implementing the functionality of the main character.
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user interface
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Implementing Audio for background music and sound effects
Production & Tools
The tools that I used during the production of Wicked Arcana included:
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Unreal Engine 5.3
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Google Drive (Central location where the entire team could access important documents)
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Canva (Whiteboards for the team to collaborate together during meetings and discussions)
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HacknPlan
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GitHub
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Discord (Private server for team communication)
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Adobe Photoshop
Wicked Arcana took a remote-first approach to production and consisted of a team of 15 - 20 people that varied depending on project requirements. We took an Agile approach to project management to ensure flexibility and rapid response to changes in the team's bandwidth.
- Wicked Arcana Game Design Document
Work Breakdown

Characters
(Novus Studio LLC, 2024)
I was the primary person who worked on creating the player character and the enemies for Wicked Arcana.
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For the player character, I created the following:
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Health and death systems
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Melee combat including grounded and aerial combat
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The magic system based off of runes collected through gameplay and energy shards that power the magic spells
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Player movement and camera
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Stamina system
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For the various enemies, I created:
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Health and death systems
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melee and ranged attacks (Different for each enemy of the 6 enemy types
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Logic for tracking and attacking the player
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Attack token system that drives enemy AI based on how many enemies are allowed to attack the player at once
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For non-player characters:
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Roaming system to navigate the environment
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Perception systems to track their surroundings
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Fleeing system when danger is near the NPCs
User Interface
For the User Interface, I implemented the following:
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​ The Heads up display tracking health, stamina, equipped spells, and remaining energy for casting
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The inventory menu
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Replacing developer art for the map, pause menus, and quest menu
Audio
For the game audio, I worked on:
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Assigning audio feedback to the player and all enemies
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Used Metasounds to create the controller for music played during menus and gameplay.