The largest feature my team has ever built and introduced. A rogue-like experience that pulls from all aspects and places in the game.
The number of bosses is staggering, in order to create run throughs that are never the same.
I spent a lot of time investigating old works and reimagining them into the current era of ESO. This piece of content taught me a lot on how other designers think and helped me better document my own work and make sure the work I was creating was clear, and concise for future developers.
The teams second solo arena. We learned a lot of lessons from the first and made quite a few changes to Vateshran to make it stand out.
Between pieces of content this was the largest shift in expected structure that players would have experienced. In some places a step forward and others a step backward. The change in the formula was an important thing to explore and iterate out.