BRETTON HAMILTON'S
GAME DESIGN
Game Summary
Fellowship is a multiplayer online dungeon adventure (MODA) set in an exciting fantasy setting, with endlessly scaling dungeon runs. Players must focus on working together as a team, with an emphasis on skill, cooperation, and strategy to defeat bosses, collect loot, and work together to overcome ever-present challenges.
Experience the “Holy Trinity” and build the ultimate team of tanks, healers and damage dealers to take down hordes of enemies and the imposing bosses. Work together with your friends to overcome the greatest challenges, creating unbreakable bonds and memorable moments. Players can also flex their individual skills on the competitive leaderboards that show where you stand in
Fellowship.
Design Direction
I grew up playing MMOs and have adored the end-of-content cooperative gameplay loops in many of them. There is a hidden genre at the core of many MMOs; one that can only be reached after hours of gameplay leveling and the expense of expansions and subscription fees. It is my favorite genre and it requires considerable time, money, and others to play with. As I've gotten older and had my first child, I have struggled to commit the time required to access some of the most satisfying and meaningful parts of these games. When Chief Rebel reached out and told me about Fellowship, and that they needed my help to advocate for our core audience and go toe-to-toe with some of the biggest titans in our industry, I knew this was where I needed to be.
As Design Director on Fellowship I bore many responsibilities, among them set out to do main five things.
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Unify and empower the designers to nurture and advocate the design direction.
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Ensure satisfying and meaningful progression systems, hero design, encounter design, and level design for our core audience.
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Guarantee the game is accessible to enough players for us to reach a critical mass without alienating die-hard fans of this genre.
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Identify where to innovate, and when to stand on the shoulders of titans and embrace what MMOs already do best.
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Build and lead flexible teams through production, and help them transition into developing strong live-service experiences.
In addition to these, I also focused efforts in making sure that the dungeon and encounter design were as strong as they could be. While supporting designers across the company, I directly led the Dungeon Team, and supported the Game Director in leading the Hero Team throughout development. I also acted as a culture ambassador who advocated for building trust, unearthing conflict, building commitment, holding each other accountable, and aligning on how we achieve the best results possible.
I represented Chief Rebel in Publisher and Business negotiations at Nordic Games and local industry events. As part of this outreach, I helped Chief Rebel establish close relationships with local game schools and maintained a presence at industry events.
Game Trailer
Event Media
Other Games
During my time at Star Stable I rose through the ranks from Senior Game Designer to Design Director. I led massive and successful updates to the games progression systems, live service model, and core gameplay as the game transitioned from PC to also supporting Android and iPhone players.
As Game Designer on Deadwood: The Forgotten Curse, I led a close-knit team of designers and developers. I pitched weapons, enemies, encounters, bosses and level ideas, designed them on paper, prototyped them, and then worked on and owned them until polished.