Players in Firefall were augmented with exosuits that had a range of movement-boosting abilities. Jetting about the huge open world environments was my favorite aspect of this game.
The main event in Devil's Tusk, triggered by completing a set of smaller events throughout the zone, culminated in a large, friendly battlecruiser arcing its way across the map. Enemy fighters and bombers would slowly deal damage to it, if allowed to live. Players at three different sites on the map had access to vehicles and turrets from within small, fortified bases. They had to defend against waves of ground attacks, while using the turrets and vehicles to bring down the fighters and bombers before they could deal significant damage to the battlecruiser. The event was designed to scale, keeping between 15 and 100 players busy at any given time.
I led the design and implementation on this event, working with the other Open World team members, as well as level designers and artists to create an engaging play space. I designed a large array of new weapons and vehicles, essential to various event phases, that kept players constantly engaged.
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Firefall MMO

I worked as one of 4 designers on the Open World content team for the AAA MMO Firefall. We revamped hundreds of quests, and added dynamic overworld events for both mid-level and endgame players. The Devil's Tusk event, in particular was well-received by players, and was run constantly in the months following its release.

Sadly, Firefall was unable to maintain its development, and shut its servers off in July of 2017.

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Jason Woerner
Senior Systems Designer San Diego, CA