

VR Extraction Shooter | Meta Quest | Steam | Unreal Engine 4
Ghosts of Tabor is a VR extraction shooter that blends PvPvE survival, tactical combat, and resource management. Inspired by titles like Escape from Tarkov and DayZ, players scavenge, loot, craft, and fight to survive while risking everything they bring into each raid. Every encounter is unpredictable, making strategy, skill, and decision-making critical to survival.

Overview
Game Overview
Ghosts of Tabor is a VR extraction shooter that blends PvPvE survival, tactical combat, and resource management. Inspired by titles like Escape from Tarkov and DayZ, players scavenge, loot, craft, and fight to survive while risking everything they bring into each raid. Every encounter is unpredictable, making strategy, skill, and decision-making critical to survival.
Key Contributions
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Mission System: Designed and implemented a Tarkov-inspired mission system featuring 100+ quests and 300+ objectives distributed across seven quest givers, creating a structured progression experience for players.
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Progression System Exploration: Designed a comprehensive bunker progression overhaul exploring long-term player progression, economy, unlock paths, and gameplay loops. Although the full system was not shipped, the extensive design documentation informed future design discussions and feature planning.
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Economy Rework: Rebalanced the in-game economy using player analytics, community feedback, and spreadsheet modeling to refine pricing, item availability, purchase limits, and overall progression balance.
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Loot System Rework: Redesigned world loot distribution, loot crate configuration, and spawn rates to improve exploration, balance, and player reward. Collaborated with Level Design to strategically place loot across all maps.
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AI Rework: Partnered with Engineering and Level Design to redesign AI behavior and placement across every map. Iterated on armor values, damage, spawn rates, equipment, and encounter balance through multiple development cycles.
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Health System Rework: Rebalanced consumable items and collaborated with Engineering to design and ship two new healing items while refining the effectiveness of the existing health system.
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QA Work: Worked closely with a small QA team throughout development, testing new features, identifying gameplay issues, writing bug reports, and collaborating with Engineering, Art, and QA to support every major update, patch, and hotfix released during my tenure.
Mission System
Gameplay Design
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Contributed to Ghost of Tabor and multiple Combat Waffle Studios projects.
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Designed, prototyped, and iterated gameplay features and mechanics.
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Authored hundreds of game design documents, feature specifications, and design proposals.
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Designed and implemented live-service wipe events and seasonal gameplay content.
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Collaborated daily with engineers, artists, QA, production, and other designers.
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Iterated on gameplay systems using internal playtests and community feedback.
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Balanced gameplay systems, player progression, and the in-game economy.
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Designed missions, objectives, and combat encounters.
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Developed gameplay systems that supported player engagement and long-term retention.
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Worked with Level Design, giving feedback on flow, and level layout.
Development
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Implemented gameplay features using Unreal Engine 5 and Blueprints.
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Debugged and refined gameplay systems through testing and iteration.
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Conducted internal playtesting and validated new features.
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Created and maintained clear design and technical documentation.
Collaboration
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Worked cross-functionally with engineering, art, QA, production, and design teams.
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Incorporated team and community feedback through rapid iteration.
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Participated in sprint planning and design reviews.
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Balanced priorities across multiple projects in a fast-paced development environment.
Bunker Progression
Game Overview
An unannounced VR project in development for Meta Quest using Unreal Engine 5. I worked as a Gameplay Designer, leading the design and iteration of gameplay systems, player experiences, and live production features while collaborating with multidisciplinary teams and external partners. Additional project details are protected under a non-disclosure agreement (NDA).
Key Contributions
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Authored comprehensive design documentation for core gameplay systems, including the Game Design Document (GDD), missions, combat, weapons, enemies, player controls, inventory, player progression, and battle pass systems.
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Designed, balanced, and iterated gameplay systems across the project, refining player controls, inventory mechanics, weapon handling, enemy behaviors, combat balance, damage values, magazine capacities, and overall gameplay progression.
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Led playtesting and QA efforts, identifying gameplay issues, writing bug reports, reproducing defects, and collaborating with engineers, artists, and level designers to improve gameplay systems, environments, and overall player experience.
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Collaborated with senior designers, creative leadership, department leads, and external Meta partners to align product vision, gameplay direction, milestone goals, and feature delivery throughout development.
Loot System Refractor
Game Overview
An unannounced VR project in development for Meta Quest using Unreal Engine 5. I worked as a Gameplay Designer, leading the design and iteration of gameplay systems, player experiences, and live production features while collaborating with multidisciplinary teams and external partners. Additional project details are protected under a non-disclosure agreement (NDA).
Key Contributions
-
Authored comprehensive design documentation for core gameplay systems, including the Game Design Document (GDD), missions, combat, weapons, enemies, player controls, inventory, player progression, and battle pass systems.
-
Designed, balanced, and iterated gameplay systems across the project, refining player controls, inventory mechanics, weapon handling, enemy behaviors, combat balance, damage values, magazine capacities, and overall gameplay progression.
-
Led playtesting and QA efforts, identifying gameplay issues, writing bug reports, reproducing defects, and collaborating with engineers, artists, and level designers to improve gameplay systems, environments, and overall player experience.
-
Collaborated with senior designers, creative leadership, department leads, and external Meta partners to align product vision, gameplay direction, milestone goals, and feature delivery throughout development.
AI Refractor
Game Overview
An unannounced VR project in development for Meta Quest using Unreal Engine 5. I worked as a Gameplay Designer, leading the design and iteration of gameplay systems, player experiences, and live production features while collaborating with multidisciplinary teams and external partners. Additional project details are protected under a non-disclosure agreement (NDA).
Key Contributions
-
Authored comprehensive design documentation for core gameplay systems, including the Game Design Document (GDD), missions, combat, weapons, enemies, player controls, inventory, player progression, and battle pass systems.
-
Designed, balanced, and iterated gameplay systems across the project, refining player controls, inventory mechanics, weapon handling, enemy behaviors, combat balance, damage values, magazine capacities, and overall gameplay progression.
-
Led playtesting and QA efforts, identifying gameplay issues, writing bug reports, reproducing defects, and collaborating with engineers, artists, and level designers to improve gameplay systems, environments, and overall player experience.
-
Collaborated with senior designers, creative leadership, department leads, and external Meta partners to align product vision, gameplay direction, milestone goals, and feature delivery throughout development.
Wipe Events - Live Service
Game Overview
An unannounced VR project in development for Meta Quest using Unreal Engine 5. I worked as a Gameplay Designer, leading the design and iteration of gameplay systems, player experiences, and live production features while collaborating with multidisciplinary teams and external partners. Additional project details are protected under a non-disclosure agreement (NDA).
Key Contributions
-
Authored comprehensive design documentation for core gameplay systems, including the Game Design Document (GDD), missions, combat, weapons, enemies, player controls, inventory, player progression, and battle pass systems.
-
Designed, balanced, and iterated gameplay systems across the project, refining player controls, inventory mechanics, weapon handling, enemy behaviors, combat balance, damage values, magazine capacities, and overall gameplay progression.
-
Led playtesting and QA efforts, identifying gameplay issues, writing bug reports, reproducing defects, and collaborating with engineers, artists, and level designers to improve gameplay systems, environments, and overall player experience.
-
Collaborated with senior designers, creative leadership, department leads, and external Meta partners to align product vision, gameplay direction, milestone goals, and feature delivery throughout development.
Other Contributions
Key Contributions
-
Mission System: Designed and implemented a Tarkov-inspired mission system featuring 100+ quests and 300+ objectives distributed across seven quest givers, creating a structured progression experience for players.
-
Progression System Exploration: Designed a comprehensive bunker progression overhaul exploring long-term player progression, economy, unlock paths, and gameplay loops. Although the full system was not shipped, the extensive design documentation informed future design discussions and feature planning.
-
Economy Rework: Rebalanced the in-game economy using player analytics, community feedback, and spreadsheet modeling to refine pricing, item availability, purchase limits, and overall progression balance.
-
Loot System Rework: Redesigned world loot distribution, loot crate configuration, and spawn rates to improve exploration, balance, and player reward. Collaborated with Level Design to strategically place loot across all maps.
-
AI Rework: Partnered with Engineering and Level Design to redesign AI behavior and placement across every map. Iterated on armor values, damage, spawn rates, equipment, and encounter balance through multiple development cycles.
-
Health System Rework: Rebalanced consumable items and collaborated with Engineering to design and ship two new healing items while refining the effectiveness of the existing health system.
-
QA Work: Worked closely with a small QA team throughout development, testing new features, identifying gameplay issues, writing bug reports, and collaborating with Engineering, Art, and QA to support every major update, patch, and hotfix released during my tenure.
