Malifaux is a card-based tactical strategy game where two players fight in a skirmish for control over a broken city in an alternate dimension from Earth of 1908. Each player controls their own crew of unique hero characters with unique characteristics and abilities trying to complete unique objectives in each mission. The events from the extensive lore are directly carried into the gameplay mechanics of its characters’ and mission objectives.
As a Game Designer on Malifaux, I worked on the release of the game’s Third Edition, updating the character abilities and game systems for a modern streamlined product, along with remastering character visuals and story through coordination with creative leads and company leadership. After this transition, I worked on the release of the games first new faction release, the Explorer’s Society - introducing with it new characters, stories, and gameplay elements.
Accomplishments:
Developed Gameplay Systems for new edition of Malifaux.
Created 3rd Edition Game Design Document and Game Standards Documentation.
Developed 17 new Master “Hero Characters” and Crews through full development cycle.
Developed ~250 unique characters and gameplay mechanics.
Coordinated with team of Art Team to produce art documentation and provide feedback.
Managed playtests with 1000+ active participants.
Created Database to track in game systems and character attributes.
Analyzed live data from integrated game app.
Pitched Monetized Cosmetic updates for existing characters.
Wireframe and bug-test the M3E Crew Builder app.
Developed systems for seasonal live content updates.
Here are examples of character cards for Malifaux, each of which I worked on from initial concepting and character pitch, coordinating with Art Director for visuals, design and development, through character launch and live tuning.
Expansions
Once taking over as Lead Designer for Malifaux, I started developing the next two Expansions for the game Malifaux Burns and Madness of Malifaux, each of these expansions brings with it new gameplay mechanics, systems, and a plethora of new characters to the world of Malifaux.
For these expansions, I was responsible for the inital gamplay direction of all new characters and was in charge of their development throughout the playtest period, along with coordinating with Creative leads on story development and initial character pitches.
Malifaux Burns introduced alternate character abilities and character models for all 54 “Master” characters in the game, revamping each with new playstyle options and creative choices for players.
Madness of Malifaux introduces 6 new “Master” characters into the game each with new gameplay systems for players to explore and combine with their existing characters for new and exciting combos.
Seasonal Content Updates
As a living game, Malifaux’s rules change on a semi-regular basis with balance updates to characters, new game objectives, and basic game systems updates made over time to adjust for overall play fun, monetization, and game balance. As Lead Designer of Malifaux, I oversaw Season 0, 1, 2, & 3, each expanding on the games foundational principles and keeping the overall game feel fresh and exciting.
These updates came about in two forms, Game Balance updates and yearly objective updates (referred to as Gaining Grounds).