The toughest content that ESO has to offer. Large group oriented boss encounters. I’ve had the privilege of developing some of ESOs hardest and long standing raid encounters.

Including up to 12 players, these encounters pose some of the toughest design problems.

  • How do you engage multiple players without it feeling overbearing?

  • What sort of difficulty curve is necessary to be inclusive for all playstyles and skill levels?

  • What is a reward structure that feels lucrative for players, and incentivizes repeated playthroughs?

  • Runtime and content fatigue

The saying of “It takes a village to raise a child” rings true for raid design as well. While I may be the principal designer of a lot of what ESO has to offer in group settings, it takes an entire team and many disciplines to bring it to life and stamp its place in the world.