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The Shopkeeping System. This was an important system because it was an essential part of the core gameplay loop where players progressed as they opened up a shop and barter with their customers. 
For the shopkeeping system, I worked on the Research Tech Tree which allowed players to unlock new items they could craft to sell or use which helped them progress further into the game. 

Gallery

I also worked on polishing the existing fishing game by adding game juice. I implemented new fishing animations, dove into pre-existing code to add screenshake effects, catch visual cues, and coded the animation of the fish flying to the player's hand.
The Shopkeeping System. This was an important system because it was an essential part of the core gameplay loop where players progressed as they opened up a shop and barter with their customers. 
For the shopkeeping system, I worked on the Research Tech Tree which allowed players to unlock new items they could craft to sell or use which helped them progress further into the game. 
I created a spreadsheet to help me and other designers track which items needed to be unlocked, the cost of unlocking, descriptions, and other important data. 
After creating Prefabs for these items through a meticulous process that hooks them up to pre-existing game systems, I will enter them into the game's Master Item Database and attach them to Skill Node Data Asset Scriptable Objects that I created.
I will then use the Tech Tree Designer to link each Skill Node and iterate on the organizational aspects to ensure for good usability of the players.
  • Designed and polished features for an online multiplayer game including the shopkeeping system, tech trees and player progression, and fishing and lockpicking mini-game.

  • Created prefab assets in a careful step-by-step process so they work with the game’s many existing systems.

  • Help the team of 23 take on producer tasks to coordinate different departments to meet milestones in-person and remotely.

What I did

I was a Gameplay Design Intern at Airstrafe Interactive for 12 weeks during the summer of 2022 where I helped design several features to drive the player experience. With my experience in producing games, I also took on producing tasks to help a team of over 23 people achieve milestones. As the gameplay Design Intern, I helped iterate and polish game features, researched and documented game mechanics, and checked in with my teammates in order to plan for milestones while working in-person and remotely​.

This was an incredible experience because I was in a professional environment where I got to work on an upcoming multiplayer online game and helped make decisions for important features

Below are some of the features I worked on during the course of my internship:

Designing Saleblazers

My experience at Airstrafe Interactive

Saleblazers is an online multiplayer shopkeeping survival game where up to 16 friends can build and maintain their shop while surviving in a dangerous open world.
Coming to Steam
Airstrafe Interactive LLC
Position: Gameplay Design Intern

Saleblazers

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