
ROLE
Game Designer
Overview
Take control of a nation in the World War II era and guide it through a significant Military Campaign, or attempt one of many Set-Piece Historical Scenarios. Players can also customize their play experience with the Sandbox Mode and play as any Nation with their own preferred Victory Condition.
Responsibilities
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Designed and scripted multiple historical scenarios which are recreations of famous battles that provide players short engaging bursts of gameplay
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Researched and documented an extensive amount of information pertaining to World War Two, to maintain the historical accuracy fans expect
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Expanded the combat system by adding over 50 new WW2 combat units
Video Commentary on my Design Goals & Challenges
Design Goal
I designed five scenarios for Supreme Ruler 1936. Scenarios are supposed to be an accurate representation of a historical battle or event that the player can re-enact. They are mostly designed for people who want a quick slice of gameplay without having to start a campaign. When designing these scenarios I had to make sure the player could jump in and quickly understand what their goals were and how to accomplish them. Along with making sure each scenario was engaging enough from start to finish, regardless of the side you are playing.
Design Challenge
My main challenge for most of these scenarios was designing objectives for them to complete. We wanted both primary and secondary objectives that were compelling, accurate and replayable. I did a lot of research into these historical battles so I could design engaging objectives. For example, when designing the Battle of Gazala scenario, I read about how fuel was a constant struggle for the German army. So I made a side objective to capture a British supply depot, which would provide them with additional fuel. While this wasn't needed to complete the scenario, it does make it much easier for the player if they do so. Another example is when designing the Battle of France I wanted it to be more engaging than just defending your country if you were France, or capturing Paris if you were the Germans. Through my research and documentation, I was able to note key cities of importance to both sides. This allowed me to design side objectives such as protecting an important port city if you were France. Or trying to take these port cities if you were the Germans. While not required, it added incentive and replay value for players who wanted to go above and beyond. These are just a few examples of many, that are found throughout my designs. By the end of development, each of the scenarios had a variety of side objectives, along with the overall main objective. After much testing, the scenarios turned out great, and player reception towards them was extremely positive.
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