My Role
Game & Systems Designer
As part of the development of the Hammer & Shield Expansion Pack I worked on the core design of the new content, as well as on many major Systems improvements that accompanied the release:
- Standardized gameplay design documentation of Battlegroups to help bridging Design needs with Animation, Art, Audio, Tech Art and VFX, in order to help setting up for success a team of ~70 people, with almost half of them coming from different projects.
- Worked closely with the Art Director to redefine the Company of Heroes 3 and Hammer & Shield identities, ultimately helping to deliver a full rework of the core key art of the game, the Front End and the in game HUD.
- Supported the Art team with the research of authentic uniforms and insignia used by Italian troops during World War II.
- Supported the Narrative team with the design of the new Italian units, helping to shape characters biography as well as writing all the Italian Voice Lines.
Product Owner of different Pods (UX-UI, Metagame, Data, Live Operations)
Thanks to almost twenty years of experience on the Company of Heroes franchise, I played an invaluable role supporting the development team on delivering the first Expansion Pack for COH3, from identifying and scoping the content of the Expansion Pack to directly onboard new members as the team was ramping up. In the 5 months I spent on Hammer & Shield, my main responsibilities as PO were the following:
- Product owner of UX, Metagame, Data, and Live Operations pods responsible for cross discipline communication, leadership, and work scheduling.
- Planned, organized, and scheduled the post-launch DLC and features roadmap, identifying first and foremost a pipeline to deliver the expansion pack in a very short time frame (<6 months), and then working on the definitions of MVP and MSVP, KPI targets and telemetry required measure each future release success.
- Assisted Senior Leadership with product decisions and release plans, which ultimately led to growth of our product and our playerbase above 30%.
- Standardized content pipelines to improve iteration speed, consistency, and quality of content generation
- Trained and onboarded designers by organizing live demos and studio wide presentations to showcase project-agnostic improvements that could be ported to other studio titles