Seasons

In 2022, New World leadership came to me with the opportunity to form and lead a Seasons team to develop seasonal content in the game. I led the initial design of seasonal features and shared with leadership a 3 season roadmap that would see seasonal features come online over several releases to increase the offerings players had in-game. My goal was to build out a sustainable pipeline of content that would drive engagement with the Season Pass while making sure players had enjoyable content.

Seasons launched with a Seasonal Storyline that followed the Silver Crows, an elite mercenary group which the player helped found. The storyline was episodic, with each season representing a new story with this group. The player would travel around Aeternum, revisiting familiar places and taking on new challenges. The storyline was well received and a ton of fun to work on.

Seasonal Trials were our first 10 player content that challenged groups of elite, endgame players to put their skills and communication to the test to defeat a series of enemies and two bosses. I was responsible for the design and implementation of these bosses and their mechanics.

The Season Pass was a monetization vector that combined rewards with challenges the player had to complete in game. We designed the pass to drive the player towards relevant seasonal content that we had developed while rewarding them for engaging with their normal play loops as well. We designed the pass to be a huge value add to players, making it a no-brainer to convert to the premium pass. Adoption rate was high and this was a great revenue vector for the team.

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Goliaths of the Ennead - Boss Fight

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3v3 Arenas