2023

Launched Rise of the Angry Earth expansion

Owned and shipped “Luck of the Bones” event

Shipped Season 2, 3, 4

2024

Launched NW: Aeternum and main story reboot

Owned and shipped “Lunar New Year” event

Shipped 6 more recurring events

Shipped PvP FFA island

Shipped Season 5, 6

2025

Launched Nighthaven expansion

Owned and Shipped Underworld

Owned and Shipped Catacombs mode

Shipped Reekwater zone reboot

Shipped PvP CTF mode and 20v20 map

Shipped Season 7, 8, 9, 10

Owner and Designer

Catacombs Game Mode

Catacombs is an evergreen co-op mode, featuring the game’s first extraction gameplay, first procedural map, and first roguelike combat.
Drawing inspiration from Helldivers 2, Dark and Darker, and Elden Ring: Nightreign, its experience is completely different from any past NW content.

Catacombs has been NW’s most active and acclaimed game mode since its debut.
Catacombs saved New World’s endgame” – Tyler F.M. Edwards, Massively Overpowered
Most fun PvE content this game has ever seen” (Reddit post)

Responsibilities

  • Wrote GDD and lead high level design directions
  • Led an interdisciplinary team of art, design, and engineering
  • 18 new abilities in 6 complete player kits
  • 20+ procedural levels in collaboration with engineers
  • Reward system in collaboration with prog design
  • Scripted game mode codes and drove the implementation of 10+ gimmicks and 180+ encounters

Dev Interview

Community Tutorial

Contribution Deep Dive

Problem: PvE is boring and draining

New World's PvE playerbase has long been complaining that PvE is repetitive and draning. Finding an activity, filling all roles, gearing up, etc... can take 10-30 minutes. This is very discouraging by itself.

Solution: Accessible, evergreen PvE mode

I set up this goal when beginning the GDD -- to create THE main game mode that players habitually click on when running out of content.

Then, I defined the 5 necessary factors to achieve it. Here are my actions to nail in these factors:

1. Highly replayable core loop
  • Adaptive difficulty curve for all skill levels. The mode gets harder the more bosses are defeated.
  • Procedural map and extraction loop..
  • Roguelike elements with randomization per run.
2. Maximized audience
  • Increased combat pacing for strong engagement.
  • Reduced trinity teamwork dependency to capture lone wolf players.
  • Encounters and levels designed for all builds.
  • Unique abilities to capture PvP players' curiosity.
3. High content efficiency
  • Include almost every NW's mob encounter.
  • Rework iconic bosses into catacombs-style fights.
  • Design scalable and replaceable structures for frequent and efficient future updates.
4. Streamlined metagame experience
  • Remove role requirements for faster matchmaking.
  • When queue exceeds 1 minute, drop player in and fill the team later. (idea from Daniel Henuber)
  • NPCs in very accessible locations
5. Easily scalable and renewable reward loop
  • Drop exclusive currencies instead of items.
  • Affinity shop to buy items with currencies. Each season opens a new affinity level progression.
  • Shop mainly sells: low end starter(cheap), high end mystery box (cheap), high end chase gear(pricey).
Problem: Traditional roles doesn't work
  1. Trinity roles work well with 5+ players, but not Catacombs' 3-man team.
  2. Splitting up is the most efficient playstyle, but most players can't self-sustain.
  3. No role queue in Catacombs.
Solution: Role-altering ability kits

I ideated and implemented role-altering abilities to pick up throughout the game. Players build their kit roguelike style, making every game different.

BR

Aspect of Berserker

Found in red shrines

High burst damage, High risk, Skillful dodging and parrying. Complete to gain "Empowered X" passive.

BR

Bloodbath

Summon a damage aura that deals more damage on low health.

BR

Chain of Carnage

Critical hits grant continuous crit chain and inflicts +20% damage taken.

BR

Counterblow

Block is replaced with a momentary parry that doubles your next hit's damage. (CD: 6s)

PL

Aspect of Palandin

Found in green shrines

Team survival, Low damage, Sustaining through long fights. Complete to gain "Health X" passive.

PL

Purifying Guard

Blocking 3 hits back to back without breaking cleanses and heals nearby allies.

PL

Immortal Rally

Heavy attack on low health to drop a field that locks ally health above 40%. (CD 24s)

PL

Ray of Hope

On activation, hits heal nearby allies over time at the cost of dealing 20% less damage.

SW

Aspect of Spellwarden

Found in blue shrines

Momentarily tanky, Low sustain, Off-tanking and aggro cycling. Complete to gain "Fortified X" passive.

SW

Mana Ward

Summon a bubble shield that bounces enemies away using 1 Mana potion.

SW

Armor Orbs

Consume Mana to fortify block. On Mana depletion, summon 3 armor orbs, each mitigating one hit.

SW

Revitalize

Attacks/Blocks convert Mana into Stamina when Stamina is below half.

RP

Aspect of Reaper

Found in crimson shrines

Mobility and self-heal, Inconsistent, Shotcalling or solo exploring. Complete to gain "Leeching X" passive.

RP

Blood Offering

Critical hits or headshots make enemies drop a health orb.

RP

Grand Feast

Back to back light attacks mark your target for allies to lifesteal from.

RP

Deathstep

After a kill or backstab, press jump to leap with 700% more distance and damage on landing.

OR

Aspect of Oracle

Found in gold shrines

Exclusive team utility, Niche & risky, High level teamworking. Complete to gain "Refreshing X" passive.

OR

Sacred Circle

Places a circle to boost ally speed, stamina regeneration, and jump height.

OR

Liquid Catalyst

Break a survival potion to greatly accelerate nearby ally cooldowns for 6s. Longer cooldowns accelerate even more.

OR

Mist of Unworn

Break an Erosion Tonic to grant nearby allies Erosion immunity for 10s.

SM

Aspect of Summoner

Found in purple shrines

Multi damage source, Pulls aggro, QMowing down hoards. Complete to gain "Attuned X" passive.

SM

Soulwake

Summon wraiths from dead bodies. Wraiths follow foes and explode on contact.

SM

Oceanborne

Summon a Sea Monster attack. Continuous heavy strikes extend its attack duration. (CD: 16s)

SM

Skull Sentry

Summon a flying skull that attacks foes, but inflicts its damage taken back to you. (CD: 12s)

Problem: Dungeons quickly get old

We put out 2-3 dungeons a year, which is insufficient. Players will quickly learn the level and min-max the fun out of it. We need level that still feels fresh and exploratble even after hundreds of runs.

Solution: A new layout per run

I pitched and ideated a tile-based procedural generation system, where an algorithm does the following in order:

  1. Follow rules to place POIs (start, bosses, portals...) on a grid
  2. Connect the points with branching and interconnected paths
  3. Determine the type of tile on each block: one-way, two-way, L-shaped, three-way...
  4. Follow a rhythm to place content (boss, fodder, reward, parkour, trap, puzzle, hazard...) on tiles

I collaborated closely with engineers, syncing up on map generation rules and following through the development of a truly procedural layout.


Full list of tiles

A tile in Catacombs is defined by 4 elements: Connector, dimension, content, and gimmick.

Tile direction:

#1 - Two way (I-shaped)
#2 - Two way (L shaped)
#3 - Three way
#4 - Dead end
#5 - Four way

Tile dimension:

A - Grand hall
B - Narrow passage
C - Decorated hallway
D - Broken ruin (parkour)

Content types:

  • Fodder encounter
  • Fodder portal
  • Fodder elimination
  • Mini boss encounter
  • Summoning circle (optional mini boss)
  • Boss encounter
  • Hazard challenge
  • Aspect shrines (see next section)
  • Treasure room

Gimmick types:

  • Ambient hazard (flamethrower trap, falling axe, explosive bulb, etc.)
  • Gate and lever - find the lever on a nearby tile for shortcut to boss room
  • Hidden door - open passage to treasure chamber
  • Portcullis - clear the encounter to lift

Combining the direction and dimension, there are 20 types of tile geometries in total (1A, 1B, ...5D). These tiles host 1 type of content and multiple gimmicks.

Combine these 4 elements, there are thousands of possible tile variations, and millions of non-identical map layouts.

Evergreen system designed for long future roadmaps

Working with progression team, we built a reward system that feeds back into the game's main progression, while maintaining fresh, fast-paced growth within each run. The catacombs shop has affinity progression for future season items to be unlocked and sold.

SO

Souls

Temp currency

Acquired from enemies. Used to level up character at the Idol of Ascension.

CS

Cursed Sterlings

Extractable currency

Acquired from chests and major enemies. Used to purchase catacombs store items.

AQ

Cursed Anima Quartz

Extractable material

Gathered from nodes. Used in premium crafting.

CO

Coins

Currency

Acquired from hidden treasure chambers. Base currency of NW.

ET

Erosion Tonic

Exclusive consumable

Acquired from chests. Used to reduce Catacomb's Erosion debuff severity.

CC

Mythic Crowns

Legendary currency

Acquired from major enemies. Used to purchase catacombs store elite items. Weekly capped.

TC

Tarot Cards

Collectible

Acquired from rare hidden chambers. Persistent challenge to collect a full set.



Catacombs Core Loop

Explore Catacombs

  • Randomized layout, content, and build.
  • Spread out strategically for maximized map coverage and boss intel.
  • Acquire Souls to level up base stats.
  • Scout and discover aspect shrines to pick special abilities. Complete an aspect for an ultimate passive perk.

Defeat Bosses and Extract

  • Mark location, find keys, and challenge bosses when you're strong enough.
  • Dungeon gets exponentially harder and more rewarding for each boss killed.
  • Players can extract any time after killing 1 boss. They decide when to call it.
  • Arrive at extraction point and defend the portal for 1 minute for victory.

Catacombs Affinity shop

  • Unlock higher shop levels through enough runs.
  • Buy supplies and randomly rolled gears with Sterlings.
  • Buy chase gear and exclusive cosmetics with Mythic Crowns.
  • Buy or craft catacombs exclusive upgrades with Anima Quartz and Sterlings.
  • After upgrades, players go back to Catacombs to challenge higher difficulty.

Owner and Designer

Underworld Region

Underworld is NW’s first underground region, known for unique Soulslike gameplay, intricate navigation, and architectural spectacles. The region includes 2 main story POIs, 5 endgame POIs, and 5 co-op elite POIs, and associated above-ground structures, all interlinked with mine cart tunnels.

The region pushed Lumberyard engine’s potential, introducing new gameplay experiences like Underwater Swimming, Nightmare Encounters, etc., receiving positive feedback from streamers and player community. It also has a highly repeatable gameplay loop of quartz mining, boss rush, tarot chest run, and secret collectibles.

Responsibilities

  • Wrote and owned GDD
  • Led a cross-disciplinary team to iterate and polish the region
  • Designed 10 mega Soulslike levels with a new level feel and visual language
  • Designed replayable core loop for both solo and teams
  • Implemented 7 new interactive gimmicks
  • Designed and implemented NW’s first underwater gameplay

Highlight Reel

Level Walkthrough: Dusty Cinerium

Dusty Cinerium is one of the endgame POIs in the Underworld.

It is also one of the most vertical POIs in New World, with a focus on intricate traversal puzzles and strong anticipatory design.

Designer

World and Quest

Main Story Quest Reboot

Responsibilities:

  • Designed/rearranged 40+ POIs across 7 zones
  • Reworked golden path and difficulty curve
  • 50+ playtests
  • Studied 3 years of player data to balance MSQ experience
  • Collaborated with quest designers to create new story beats
  • Worked with QA to optimize console experience

Nighthaven Zone

Designed 10 POIs total for 2 MSQ beats in the new Nighthaven zone. 

Elysian Wilds Zone

Designed encounters across 6 POIs for 2 MSQ beats. Tuned encounter difficulty after consistent playtests.

Reekwater Zone

Rebooted the zone as owner and designer of one of the first public dungeons (shown below).

Designer and Programmer

Dungeons and Trials

Youtube Guide

The Winter Rune Forge

Shipped NW’s first multi-boss raid with 10-player and single-player options.

Responsibilities:

  • Scripted dungeon stages
  • Implemented playspace and destructible environment
  • Designed and implemented encounters and puzzle
  • Collaborated with AI designers to implement responsive boss behaviors
  • Playtested and tuned dungeon difficulty

Tempest's Mind

Shipped vanilla NW’s final boss trial.

Responsibilities: Implemented boss arena, world entrance, and interactables. Scripted gameplay stages and rising lava pool mechanic.

Eternal Pool Siege

Shipped one of NW’s first public dungeons.

Responsibilities: Owned GDD, ideated gameplay stages, created co-op combat puzzles, designed playspaces, implemented encounters, streamlined multiplayer experience.

The Tormented Prince

Shipped one of the rebooted main story trials.

Responsibilities: Implemented boss arena, world entrance, and special boss mechanic: Collect talisman to restrain and calm the boss.

Designer

PvP Modes and Maps

Played New World on an expert level for 1700 hours, reaching PvP rank #6.
Joined Balancing Committee to evaluate and greenlit 10+ balance patches.

Collaborated with external studios on creating an unrestricted FFA map. Polished POIs and encounters. Followed through post-launch updates and developed several quality of life improvements.

 

Drove prototype iterations on flag capture mechanics, routing, and speed modifier balancing. Proposed and implemented global usage of jump pads and power-ups. 

Worked with artists, engineers, and designers to iterate map prototypes. Drove extensive playtests and provided constructive feedbacks.

Floodgate Crossing (20v20 Map)

Unreleased – Owned the blockouts and fully playable prototype. Implemented new mechanics (floodgates, swimming routes, bridge building, cross-map portal).

Deadcrest (3v3 Map)

Unreleased – Created 2d layout and 3d blockout. Provided creative solution to kiting problems with existing mechanics (jump pad, power-ups).

Co-owner and Designer

Live Events

Co-owned all event circulations. 
Led various small teams to design events from concept to shipping.
Mentored new designers on Event Design practices.
Year of the Dragon (2024)↗

Owned GDD. Designed and implemented two festive gameplay loops: search and defend, cook and rewards.

Luck of the Bones (2023)↗

Owned, designed, and implemented open-world treasure hunting loop with dynamic spawners and reward distribution.

Nightveil Hallow (2023, 2024)↗

Designed “trick or treat” feature and new world boss spawner group. Upleveled encounter, maintained document. 

Winter Convergence (2023, 2024)↗

Designed new world boss spawner group. Reverse engineered meteor spawning system and left detailed docs.

Springtide Bloom (2024)↗

Worked with engineers to develop event scheduler; worked with QA to reverse engineer and document new spawners.

Siege of Sulfur (2025)↗

Updated world boss spawner group and upleveled encounters.

Legacy of Crassus (2024)↗

Updated world boss spawner group and upleveled encounters.

Fury of the Spriggan (2025)↗

Streamlined event gameplay and redesigned key interactibles. Updated world boss spawner group and encounters.

Took versatile responsibilities to ship multiple seasons.
Noteworthy highlights:
Season 3: Rise of the Angry Earth↗

Designed new main story quest encounters, locations, and world activities.

Season 4: Eternal Frost (2023)↗

Designed and implemented seasonal story quest, encounters, and seasonal objectives.

Season of the Guardian (2024)↗

Designed Winter Rune Forge dungeon. Wrote GDD and implemented “Banner hunter” seasonal parkour activity.

Season 10: Nighthaven (2025)↗

Designed main story encounters, new zone, and new side quests. Owned Catacombs, Underworld, and Eternal Pool Siege dungeon.