Paragon

Epic Games

I worked in multiple roles and capacities to support the Paragon development team over the development and launch of the 3rd person multiplayer battle online arena game from Epic Games. I enjoyed the game myself, and looked for every opportunity to contribute my skills. I was set to transfer to the Paragon team shortly before the servers were shut down in the shadows of Fortnite's success.

Paragon

Epic Games

I worked in multiple roles and capacities to support the Paragon development team over the development and launch of the 3rd person multiplayer battle online arena game from Epic Games. I enjoyed the game myself, and looked for every opportunity to contribute my skills. I was set to transfer to the Paragon team shortly before the servers were shut down in the shadows of Fortnite's success.

Paragon

Epic Games

I worked in multiple roles and capacities to support the Paragon development team over the development and launch of the 3rd person multiplayer battle online arena game from Epic Games. I enjoyed the game myself, and looked for every opportunity to contribute my skills. I was set to transfer to the Paragon team shortly before the servers were shut down in the shadows of Fortnite's success.

Crunch Hero Ability Design

I designed a set of abilities for a samurai character and sent it to the lead hero designer Cameron Winston for consideration. He said this was a perfectly designed ability kit, but wanted to use it for another character already in the pipeline, a large punching robot named crunch. I was thrilled to be able to collaborate with Cameron on this hero design.

Crunch is a melee fighter with a unique combo system. Utilizing each of his abilities, Crunch is capable of fluidly chaining combos together to quickly scrap his opponents.



Online Deckbuilder

I worked as a Sr UX designer and subject matter expert for the design of the Paragon online deckbuilding tool. Players could craft their perfect builds (deck of collectable stat/ability cards) when they were away from the game on their PC or mobile.

The project received a large amount of praise from the community for the ease of use in comparison with the clunky implementation of the current in-game deck builder.



Hero Mastery

I was the Sr. UX designer tasked with the design of the web view for the Mastery track for the characters of Paragon. Each player could track their progress on a track to the prestigious level of Master. With the title came a special skin with burning effects, showing your commitment to a character to all your friends in-game. The track to mastery became a meta goal and a race to become the first to win the title.



In Game Menus and Player Retention

I contributed with low fidelity wireframes and animations in support of Paragons goals of user retention for their REGS initiative. Rewards, events goals and social interactions all fed into our paradigm of design for the in-game menus. Ultimately we saw greater engagement over time with the release of each new menu/gameplay design for these systems.

LukeFarinella@gmail.com

LukeFarinella@gmail.com

LukeFarinella@gmail.com