I have over fifteen years of development experience on the Elder Scrolls Online, performing in all design disciplines with distinction and excellence. Throughout this tenure, I contributed to the shipping of fifty updates to the game. From writing, to content scripting, to encounter building and balance, to systems design, and team leadership, I am prepared to tackle any design-related challenge.
My major accomplishments are listed below; scroll down to view.
The Elder Scrolls Online game, images, logos, and concepts on this page are copyright ZeniMax Online Studios.
Major Shipped Titles and Updates
The Elder Scrolls Online
The Elder Scrolls Online: Tamriel Unlimited
Craglorn Adventure Zone (team lead)
Orsinium DLC
Imperial City DLC
Thieves Guild DLC
Dark Brotherhood DLC (team lead)
Morrowind Chapter
Clockwork City DLC (team lead)
Summerset Chapter
Murkmire DLC
Elsweyr Chapter (team lead)
Dragonhold DLC
Greymoor Chapter
Markarth DLC
Blackwood Chapter
Deadlands DLC
High Isle Chapter
Firesong DLC
Necrom Chapter
Gold Road Chapter
Solstice Release
Night Market Release
Thieves Guild II Release
Main Quest: Primary Designer
One of my early projects at ZeniMax Online was the development of the “Main Quest” of the launch game. This involved a complete rewrite of the original pitch and structure and, with a small team of fellow designers, scripting everything from the tutorial quest to the final confrontation with the story’s villain, the Daedric Prince Molag Bal.
I am especially proud that stakeholders accepted my pitch to change Abnur Tharn from an obvious villain to the anti-hero that he became. His personality, idioms, and true goals make him a player favorite.
Systems Design
Though I never officially had the title, my previous experience on Fallen Earth equipped me for a systems design role, which I pinch hit for during the lead-up to release and for a time after launch.
I developed the design documentation and spearheaded the data-side implementation of the Lockpicking mechanics for ESO, as well as assisted other designers in the copious amounts of data work, balancing, and guard placement for the introduction of our unique Justice System.
Dark Brotherhood: Zone Lead
Soon, I landed in the role of Zone Lead, which was the position given to product owners of a given content package release. The Dark Brotherhood story was one of these releases, where our team developed this highly-requested hallmark of the Elder Scrolls universe. I penned the initial draft of the plot, the zone design documentation, and created all of the main characters of the story. My systems colleagues often reminded me that I was “to blame” for the introduction of the Blade of Woe assassination mechanic, and it is absolutely true.
Clockwork City: Zone Lead
My next challenge was the development of the Clockwork City release, which took place between the major releases of the Morrowind and Summerset chapters. Clockwork City bridged the gap between the larger story beats and was a particularly challenging moment. The character of Sotha Sil is something that had to be handled very carefully, as die-hard Elder Scrolls fans had never interacted with this otherwise very important lore character. As with the Dark Brotherhood, I generated the initial plot notes, design documentation, and major characters of the storyline.
I am pleased to say that the team knocked it out of the park, and the final dialogue with Sotha Sil is often quoted, referenced, and lauded by players.
Elsweyr: Zone Lead
During my year or so “break” from chapter leadership, I worked behind the scenes and pitched in where needed, such as with some Murkmire DLC stories and live bug management. After Summerset’s release, I was assigned point on the development of the Elsweyr chapter. This went through several large iterations based on just how we wanted to handle certain aspects of the region and culture. The beloved Khajiiti people had much mystery behind them, particularly their “furstocks” which could have them reach adulthood as anything from a small cat, to a bipedal cat-person, to a giant battle-tiger.
The true challenge, however, was the introduction of Dragons. We were given special dispensation to include these rare and ferocious creatures in our story, but had to carefully thread the needle between established lore and the “how” of them appearing in our era of the game.
Similar to the previous zone lead releases, my main contributions were the main plot notes, design documentation, and main characters of the story (including the return of personal and fan favorite, Abnur Tharn).
This chapter release remains my proudest accomplishment on ESO. I was honored to lead and participate in the multidisciplinary team responsible for the storytelling, scripting, encounters, and so much more. It remains the highlight of my career and the moment my workers became my stalwart comrades.
Live Events
After the release and post-launch clean-up of Elsweyr, I was assigned to the Live Events group, which managed our in-game holidays and other supporting architecture. This team had many challenges to overcome, but with a bit of elbow grease and a re-think of process, we were able to make event development a lot more reliable and sensible.
Though the team continued to operate under strict budgets and resource constraints, we did admirable work and created several new events to join our normal calendar. Zeal of Zenithar and Hearts Week, as well as the various “chapter celebration” events (such as Lost Treasures of Skyrim) are things we remain proud of.
Live Game Lead
Live Events work shared time with Live Game management. As development teams continued to churn out releases, lower-priority issues languished in backlogs. As a free agent, I worked with every team in the studio to help wrangle, prioritize, and resolve thousands of issues that would otherwise have remained unaddressed.
I found great satisfaction in this role and while I am most proud of Elsweyr, I most enjoyed my time in the Live Game sphere. Working with release managers, live service specialists, and customer service reps gave me a real sense of helping shore up the foundations of the game.
For those of you wondering who fixed the huge tranche of Eidetic Memory books in upcoming releases, you found them. :-)