Items and Abilities:

From Pitch to Prototype.
From testing to iteration.
From release to post-balance.

Over 33 updates and 8 DLCs, I’ve created hundreds of player facing abilities in Elder Scrolls Online. Whether I created new rewards for new content and challenges, or updating underperforming features, I ensured that each Item and Ability met the high standards of Bethesda’s prized IP, was scripted with performance and functionality, and integrated flawlessly into our existing systems. I created and maintained documentation that recorded the development cycle as well as implemented rules and standards to promote efficiency and consistency.

Item Sets

The backbone of ESO’s reward loop

Item Sets grant players passive bonuses ranging from stat buffs to unique combat abilities. Over ESO’s 10+ year history, over 700 Item Sets have been introduced to drive player engagement for new content. Of the 700 Item Sets, I’ve led the creation of over 300 Sets, from concept to post release balance.

Unlike most RPGs, ESO’s Items operate on limited power scaling. The gear you find in the first dungeon is as powerful as the gear in the final dungeon, just in different ways. As a player, this means you can return to ESO after a break and be just as powerful as you were before. It means you can experiment with builds without the fear of being inefficient. As a developer, that means making Item Sets that are interesting, rather than powerful; catering to different playstyles and exploring niche gameplay opportunities for players of all types.

I was interviewed as part of a Developer Dive explaining the process and appeal of creating hundreds of Items after 9 years of managing ESO’s combat rewards.

Documentation

Documents make the world go round

I created multiple documents to assist the other designers, artists, and engineers as part of my team:

  • The Set Bonus Efficiency (SBE) breaks mechanics down mathematically, giving us a set of standards when determining power consistencies so less time was needed balancing gear post launch.

  • The Item Set Pipeline Guide mapped out the entire creation process of Item Sets, acting as a training guide for junior and mid designers and as a reference for inter-disciplinary teammates.

  • The Item Set Update Docs tracked every Item per update, including the thought process behind every Item. I also created a template to enable other designers to quickly at to the Item Set Update Docs.

Skill Line Rework: Frost Magic

Repurposing unpopular abilities into new playstyles

ESO has four branches of Magicka abilities: Magic, Flame, Shock, and Frost. Of the four, Frost had been the most unused Magicka subtype. Using analytical data and player feedback online, I set out to updating this underutilized Skill Line.

Unlike the other elements, Frost did not have a true identity. I created an identity around defense and the harshness of Winter. With this identity as a foundation, I begun changing each Frost ability. Frost abilities would now provide defensive buffs for the caster or negative debuffs against their enemies. I kept some offensive abilities to keep it viable as an alternative damage source, giving the Skill Line a “brawler” feel.

The result: Tanks began using Frost Magic as part of their builds. Brawlers used more Frost Magic in PvP to disrupt enemies. Frost Magic solidified itself among the players as protection and disruption, resulting in our data analytics reporting a massive increase in Frost use.

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The Necromancer