What is Adventure Quest 3D?
Adventure Quest 3D is an Indie Cross-Platform MMORPG made by Artix Entertainment. It is my current project where I started as a gameplay engineer and worked my way up to becoming a co-lead of the project. The game is available on Steam, IOS, and Android.
PVP Update
The PvP update was one of AQ3D’s most ambitious and impactful releases. I led the design of a new competitive game mode from the ground up, introducing a brand-new map, a cross-platform queueing system, custom UI, match rewards, and gameplay rulesets that had never been done in the game before.
Designing for both mobile and PC players with varied session lengths and a primarily PvE-focused audience posed unique challenges. I focused on clarity, accessibility, and maintaining combat feel across all platforms.
The update was a success—player engagement rose significantly during the launch window, and core systems like the queueing framework were later reused across other features and seasonal events.

Tutorial Overhaul
The intro is one of the most important parts of the game and as such, extra care is needed when designing it. As I was designing the flow, I wanted to make sure the player always knew what to do and how to do it, without ever feeling overwhelmed. Every quest, NPC, enemy, attack, and interactable is there with intention to teach the player something.
Samurai
Samurai was the first player class I designed from concept to implementation, and it helped shape my evolving design philosophy: every class should empower players to create “Wow” moments—moments that feel earned, explosive, and memorable.
For Samurai, I focused on building a combat rhythm that rewards timing, precision, and flow. The rotation was designed to escalate into high-impact payoffs, giving players the sense that they were striking with perfect clarity when everything came together.
Post-launch, Samurai became one of the most popular and positively reviewed classes in the game. It reinforced for me how important it is to build excitement into the design—not as an accident, but as an intentional, recurring reward for player skill. (Also I had a ton of fun making this super low budget trailer with another coworker)
Augments
There were a few problems plaguing the game more potently than a lackluster loot experience, and gold being non-valuable. To solve these issues, I took inspiration from Terraria and Diablo, adding something called Augments. Whenever a player looted an item, it had a chance to have an augment which would increase its stats in some way. There were a bunch of different rarities of augments that did different things, and you could reroll augments in town using gold. The reception has been great and community content creators have loved covering it.