I had the privilege of owning a new match type in WWE 2K26 - The Dumpster match.
As a gimmick match, these are rarely seen in broadcast but remain some of the most asked-for match types in the 2K games, and I was able to base much of the design of the match type off of a previously-existing match type--The Casket.
In building the Dumpster match type, I began with the conceptualization and documentation, then worked closely with our technical animators, animation designers, and gameplay engineers to implement the design. I handled the behavior tree authoring for this match type, taking great care to ensure it's parity with the other gimmick match types.
I also worked closely with gameplay designers on balancing the win condition mini-game, and playtested the match type often to ensure a fun yet challenging play experience.
Additionally, I owned the AI design of the brand new Inferno match, using behavior trees to implement the desired match rules. This was an incredibly fun one to bring to life, and required a lot of tuning and balancing to get just right.
Lastly, I was the lead pedestrian designer for The Island game mode in both WWE 2K25 and WWE 2K26, leaning on my previous experience with ambient pedestrian AI systems to populate The Island with dynamic, realistic NPCs to bring life to the world.