NPC Populating
I was responsible for populating the entirety of the overworld and its various hamlets with ambient NPCs. This included the paths between them, the AI that use said paths, and the linked navigation mesh. Within hamlets I also set up the logic for topical conversations between those AI and world events that occur within them.
Unique NPCs and Schedules
I was also responsible for some unique NPCs, specifically mission NPCs that lived in hamlets and the vendors NPCs stationed around the overworld. This included some working with and adjusting mission logic. These and all ambient AI had schedules, I designed unique activities for the time of day and adjusted the spaces to accommodate those schedules. I also helped fix the collision on the vendor carts as well as create variations of the vendor stalls.
Hamlet Loot
Responsibility for hamlets extended to placement and management of loot and other collectibles. This meant balancing lock levels and placing a set amount of loot and lore notes in interesting locations for the player to discover them. I managed and maintained documentation for hamlets to help track the allocated loot, missions, characters, vendors and other relevant info.
Named Enemies
Named enemies affected gossip in the hamlets and therefore I adopted the feature and managed the documentation and implementation for it. I created the logic in UE blueprints for preventing respawn and changing the ambient chatter topics. I also documented instructions and dispersed to other level designers who owned named enemies in areas. For the enemies I implemented I tried to create unique encounters either with diverse compositions or interesting spaces.
Puzzles and Other Responsibilities 
Working on the overworld I had various responsibilities helping my team. This included bugfixing, adjusting puzzles, adjusting terrain, and even just playtesting. One responsibility I had was to place all troll camps and their stations. This included an ancient magic puzzle built around a troll camp. For this puzzle I worked with the environment artist to build a camp that complemented stealth gameplay.
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