Diablo IV
I joined Blizzard working in feature systems, but dabbled a bit in combat and helped with class and legendary design where I could.Primary design work on:
Player Titles, including authorship of a vast majority of title phrases
Enchanting
the Reward Map, placement and weight of all items, item types, materials, and currencies throughout the game. This video focuses on materials, which were more obvious, but item types are more or less common by enemy faction as well, and some activities - helltide and nightmare dungeons in particular - have bonus item power on their equipment rolls.
Several legendary item powers.
Season 1, including establishing architecture for all season passes and codex unlocks moving forward and interaction mechanics for malignant hearts.
Season 3, including vault and companion mechanics.
Support for all event reward distribution, such as the Beta Wolf, the Inked titles, etc. This involved some specific achievement architecture to ensure either a time gate or hidden entitlement gate was recognized or, more often, both.
Technical design work includes the aforementioned achievement architecture, logical avenues to gate or ungate loot rules, modularized attribute elements for the Season 3 companion.