Warhammer Age of Sigmar: Realms of Ruin

Late-stage UI support and feature development within proprietary Cobra engine.

  • Quickly learned TypeScript and fundamental HTML/CSS principles to push new UI features and improve existing ones, such as a leaderboard system, in-game manual, and map editor HUD, late in the game development cycle.
  • Collaborated with the gameplay team and picked up Lua independently to develop a better understanding of the engine, particularly the input and datastore systems.
  • Worked with various roles, including game designers, UI designers, QA engineers, technical writers, and gameplay programmers, to see the timely release of an original title.
  • Supported colleagues in the face of mass layoffs.

This is a work in progress! Check back later or, in the meantime, check out a video of one of the lovely Senior Designers on the team, Nathan Hutchinson, using the Map Editor that I spent a great deal of time on!