Spriggan was designed as a multiplayer medieval experience blending first-person directional combat with cooperative city-building and wave-defense mechanics. As Game Director, I was responsible for major system design and technical leadership, including writing the game’s multiplayer networking architecture and implementing core gameplay systems.
I developed procedural vegetation generation and contributed to advanced combat mechanics, archery systems, stealth gameplay, and both enemy and allied AI behaviors. I also designed and implemented a fully diegetic inventory system, allowing players to manage equipment directly through their in-world character model-looking down at their body to equip or remove clothing and items without breaking immersion. Alongside hands-on engineering, I led team growth and production direction as the studio expanded to a 12-person development team.