DwarfCorp is Dwarf Fortress meets Minecraft meets Dungeon Keeper (meets colonialism?). I was brought on with a team of other contractors to put the final shine on a project nearly seven years in the making. I designed mostly within the UI, AI, crafting, pathing, digging, taskplanning, trading and overall procedural systems mechanics, as well as helping to hone and polish the overall design vision of the game (GDDs, creative direction, and general collaboration). I also provided traditional QA and project management in the form of testing, regression, test scripts, sprint planning, setting deadlines, Steam and Discord community management, and securing an advertising partner.
One of the most unique parts of working on Corp is it’s all open source and completely mod friendly.
Samples: These are internal docs, so excuse their roughness. Here is the first draft of the GDD/design review I used to critique and solidify design vision, scope, and so on, and here’s a final Feature List design doc which ultimately lead the rest of DwarfCorp’s production. There were lots of drafts and notes between V.01 and V.05, but I’ll assume you don’t have all day.