Netvrk is a world built to empower creativity and expression by putting the tools for creation in the hands of the users. Netvrk is inhabited by various web3 and traditional gaming communities, created as a place to connect with each other and explore.
Developer: Netvrk
Platform: Windows
Engine: Unreal Engine 5
Genre: Sandbox
As a game designer working on Netvrk, my role was multifaceted and instrumental in shaping the virtual world we were creating. One of my significant contributions was driving the release of the Archetype Avatars. Additionally, I served as the product owner for Social Spaces and Desert Driving, overseeing their development and ensuring they met our high standards for quality and engagement. My responsibilities included designing intricate features, systems and mechanics, all of which were meticulously documented to provide a clear roadmap for development. Effective communication was a cornerstone of my role, as I conveyed design direction, requirements and deliverables to eliminate early development ambiguity and establish best practices and pipelines for game design. Collaborating closely with designers, engineers and artists, I played a vital role in implementing and iterating on UI/UX elements, while also mentoring junior designers, offering debugging support and providing constructive critiques to help them grow. I also worked closely with project managers to set standards, define tasks, develop integration plans and estimate timelines and milestones.
I worked with technical artists to curate and name 6 unique sets of traits for each of the 3 avatars released in this collection, Hero, Jester and Ruler. I ensured that each curated set accurately expressed the archetype, personality and style of each avatar. I also came up with evocative names for all 18 curated sets that again, fit the persona of each avatar.
I drove the development of essential features such as the action wheel, collections, player-on-player interactions, parties, chat and portals. These contributions enhanced player engagement and facilitated meaningful connections. It was great to lead these initiatives and witness the positive impact they had on our users' ability to connect, hang out and share experiences.
As the product owner of Desert Driving, my responsibilities included fine-tuning the buggy, our default vehicle, to deliver the intended driving experience. Collaborating closely with our art team, I helped craft the desert biome and establish player spawn locations. Additionally, I designed the entire track layout, various track pieces, obstacles, destructibles and jumps.
Please get in touch if you have questions about any of the work on this site or if you would like to work with me on a future project.
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