Starfield
I worked in systems design on Starfield, focused on the following:The Research system. Originally drafted as a parallel system to combat and exploration Perks, Research was bridged into the Perk system during development. Research features critical hits more common with perk investment and net research materials committed at once. I also designed the UI frames for this, leveraging my arts background to save the team some time in a UI-heavy title.
The Crafting system, for all products except Outpost and Shipbuilding. I was also heavily involved in designing the materials we would be using.
All pharmaceutical and culinary items, from conception to function and asset pipeline.
A new tool and design pipeline for rapidly developing modularized aliens to populate the many, many worlds represented in the game.
All Starborn Powers. This also involved a substantial audit of existing spell effects in the engine; magic in TES6 might have some spice in it.
Technical work in many places, including spearheading and designing the alien creation tool, and finding ways to make gravity effects work in a localized field or point.