Work
Shipped game design.
A guild system rework, live events, event refreshes, an expansion relaunch and an event interface I designed for Seafight, a long-running browser MMO.
Shipped on Seafight
Guild System Rework
I own the feature design for the rework of Seafight's guild system. The first update reset every Guild Island, cut the cap to five islands per guild after player feedback, regrouped island bonuses into tiers and added passive bonuses for every guild member and 30 Battlepoint ranks.

Seafight Live Events
I designed and released roughly 6–7 of Seafight's live events a year, and still design events alongside my guild system work: the loop, progression, rewards, encounters and player-facing interface, documented as flows, mockups and specifications, then tuned from live data and feedback.

Event Completion Window
Players were reading an FAQ on the Seafight forum to work out what an event required. I designed a single in-game window showing tracked activities, progress and the one-time completion reward. It shipped in a smaller seasonal event, needed no changes after launch, and became the standard pattern across Seafight events.

Atlantis Relaunch
Atlantis launched to weak adoption and poor reception. I worked on the redesign, using live data and player feedback to find where players dropped out. The relaunch opened the expansion to every player and reworked onboarding, early progression and reward visibility.

Recurring Event Refreshes
Refreshed established events within live-production and economy constraints, adding new mechanics, reward structures, secret quests and special encounters for veteran players.
Before and beyond Seafight


