Kat Sayrs

Hi! I am a Technical Game Designer. We bridge gaps and act as a liaison amongst many discplines; primarily design and engineering. You can see some of my work below, or learn more by contacting me via the following links:

Other interests include digital humanities, graphic design, fiber arts, music (I’m an oboist), and dueling sabre.

Projects

Destiny 2


Destiny 2

MMO FPS

I worked as an Object Tech Designer on Destiny 2 seasons, Renegades, and Monument of Triumph!

Official Website

What is Destiny 2?

Destiny 2 is an online multiplayer first-person shooter game developed by Bungie. It launched on September 6, 2017 and it’s currently available on PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, Steam, Epic Games Store, and Microsoft Store.

Destiny 2 takes place in a fictional universe where you assume the role of a Guardian, a protector of humanity and its allies in the Sol System and beyond. Thanks to its combination of single-player and cooperative gameplay experiences as well as its ever-evolving narrative, Destiny 2 has captivated players from all over the world for more than a decade.

Renegades Expansion
Details and Trailer – Click to Expand

“The Lawless Frontier calls — an uncharted expanse where power alone isn’t enough. Every choice carries risk, and every alliance comes at a price. Navigate a world of shadows and syndicates, shape your legend through influence, and become the force that tips the balance.”

Trailer


Special Contributions:

  • Renegade Abilities – designed, built, implemented this system consisting of nine base abilities with seven upgrades each. Your personal ship would fly by to deliver payloads such as a drone that heals and reduces cooldowns, laser blasts that obliterate armor, or a giant walking Behemoth mech. Upgrades could consist of more complex mechanical changes, ex:  the recon shank would go from revealing some treasure to revealing enemy invaders.
    • Set up temporary ability system while required engineering tech was still in progress, allowing playtesting of abilities and flow early into expansion development
    • Designed flow of “readying”, un-readying, and tossing abilities. Final version was flipping your coin to ready it, then tossing it out where it would trigger a beacon, summoning the special payload from your ship. You can see an unfinalized version of the flow for summoning a turret here: https://www.youtube.com/watch?v=7T4kk94e9b0
    • Balanced dealing, damage, and cooldowns in accordance with the unique health model of Renegade activities, responding to playtest feedback
    • Collaborated tightly with the sandbox team to ensure abilities are up to standard and scaled appropriately relative to the existing player kit
    • Scripted tool to quickly import numeric values from a spreadsheet into our proprietary engine, speeding up the balancing process
  • Exfiltration – flare objects, lighting
    • We wanted exfils to feel tense and dramatic, a fight to survive before escaping. Design suggested dramatic red lighting, so I set that up, and it was greatly enjoyed in playtests.

Developer Livestream Special Shout-out

🙂

Episode 3: Heresy
Details and Trailer – Click to Expand

“The final battle for control of the Echo of Navigation begins.”

Trailer

Special Contributions:

  • Nether Boons
    • Built offering +  boon objects
    • Built buffs applied to player from boons
    • Minor boon stacking
  • Special Relic sword + spawner system to destroy the Echo in final mission
  • Court of Blades
    • Purchases and Upgrades such as Relics
    • Scoreboard integration so purchases + buffs work correctly
  • Madness eyes & Suffocating Terror debuff — objects that detect when a player is looking at them, and apply a stacking debuff with special properties at specific stacks, special obituary screen
    • Scrambling radar (“hallucinating” enemies)
    • Worse aim
    • Death
Episode 1: Echoes
Details and Trailer – Click to Expand

“An aurora spreads across the stars, and from within its shimmering confines, a mysterious object materializes and falls to the surface of Nessus. Travel to the planet and begin your search for this object, known only as an Echo.”

Trailer

Special Contributions:

  • Exotic Mission – Encore
    • Vex icons for puzzle mechanics — taking, placing, and managing functionality
  • Secrets — proximity detector for secrets
  • Data Mote System + Scoreboard interactions
    • Buffs related to mote holding, number of motes, progress bars, and telling failsafe to comment sassily on a player’s backpack amount
    • Special tech for dropping/retaining motes on death
  • Hot-Cold Buff System — proximity alerts to items of interest
  • Special Relics (Vex Head, Football)
Season of the Witch
Details and Trailer – Click to Expand

“To pursue the Witness, Eris Morn must turn to the magic of the Hive and accept a deal that Savathûn crafted before her death. To honor our end of the bargain, Guardians must become masters of the arcane and harness the power required to defeat a god.”

Trailer

Special Contributions:

  • Savathun’s Spire encounter centerpiece: Elemental Hazards
    • Void: Orb pulses with gravity, drawing players in and tethering them if they get too close.
    • Arc: Bolts of lightning flash around the arena, causing damage.
    • Solar: A wave of scorching energy emits in one large blast; players must take cover to avoid it
  • Savathun’s Spire encounter centerpiece: Elemental Crystals
    • Void: An extra round-blocking shell surrounds these, players must get close and inside the shell to destroy it — unless they have a seasonal upgrade that allows them to shoot right through it.
    • Arc: One starts charged. Players must melee the charged crystal to receive a special buff, and melee the uncharged crystals before time runs out.
    • Solar: Heavy carry objects that deal damage over time to the player. But, they hit pretty hard. They must be dunked in the correct spot.
  • Altars of Summoning: Ritual Progress Indicator
Season of Defiance
Details and Trailer – Click to Expand

“In the aftermath of the attack on the Traveler, the Vanguard calls upon its closest allies. Guardians must master the righteous powers of the Awoken to stand against the encroaching Shadow Legion and prove themselves as Queensguard.“

Trailer

Special Contributions:

  • Portal opening animations and functionality
  • Exotic Mission: Destructible object gating based on exotic weapon Vexcalibur
  • Mote pickup, storage, and dunking
Season of the Seraph
Details and Trailer – Click to Expand

“The Hive God of War moves to seize control of Rasputin’s network of weaponized satellites. In her hands, she would turn its devastating power on the Last City. To stop her, the Vanguard has authorized special covert operations armed with the Warmind’s most advanced weaponry. Agents conducting these operations are known as Seraphs.”

Trailer

Special Contributions:

General Duties

  • Tight collaboration with other teams including VFX, SFX, UI, Sandbox, Engineering, and multiple design teams to integrate bespoke interactive objects into rewarding gameplay
  • Build prototypes and prefabs for future season work using scripting and the Tiger engine
  • Presentations on new tech/disseminating information to other TDs
  • Audit and improve existing assets
  • Regular scope versus costing analysis for content requests in upcoming releases
  • Misc. core game fixes
  • Documentation updates


Magic Spellslingers


Magic Spellsligners

Digital CCG

From the minds behind Magic: The Gathering comes Spellslingers, an explosive strategic card battler packed with heroes as unique as you. Play with fire! Command a kraken! Fight from the shadows! Choose a Planeswalker who fits your playstyle and personality.

I worked as a technical designer on this project!

Tech Design Notes

  • Designed and developed tools and systems for:
    • Spellslinger VO banter
      • Allows easy checking and authoring of custom voice lines when facing specific planeswalkers, or when specific cards are played (ex. Domri has a special line when the boar is played)
    • Bulk actions (lots of cards are moved or acted upon as a stack — ex. Several Ashiok nightmares in a row)
    • Queued counters (ex. Teferi vs Teferi — what does it looks like when you play a spell that’s countered, but you also have a counterspell prepared? What if there are even more counters prepared?)
  • Wrote Design Documents on new Spellslingers
    • Serra, Yanling, unreleased planeswalker
  • Wrote Design Documents on card mechanics
    • Fizzle
    • Updated Ashiok Nightmares
  • Rapidly prototyped new card mechanics using Unity and Adobe XD
  • Major “Game Feel” pass — tweaked timing for every card and action in the game to make it snappier and smoother
  • Fixed bugs in C# for tools and cards
  • Implemented cards and Spellslinger mechanics using visual scripting tool
  • Participated in weekly playtests: gathering, giving, and acting on feedback

Playthrough Video


Madden NFL


Madden NFL 20/Madden NFL 21

Football

I had the pleasure of working on the Pipeworks Madden team for this incredible franchise. My duties were those of a UI scripter.

I primarily worked on the Yard, skinning (i.e. building out and adding hooks for UI) screens within the menu.

Official site for Madden 20
Official site for Madden 21

Madden 21 Trailer


Adventure Academy


Adventure Academy

Educational MMO

I worked as an Associate Designer for the metagame on Adventure Academy. General duties included quest/item authoring and implementation, bug fixing, and pitching quests and design ideas.

Trailer

Design Details

Quest: Smithson’s Riddles

The goal for the metagame quests was not only to entertain the player, but also to draw them towards educational activities and points of interest. I pitched a series of quests to be given by the math professor — they would have to solve a riddle, whose solution would be a location within the world.

Quests: Racing

I implemented a number of “racing”-style quests, where the player had to pass through a number of gates as quickly as possible. I designed the routes and gate/item placement so that:

    • the race could be run in either direction
    • the next gate was obviously visible from the previous gate
    • there was, when possible, more than one route to take
    • there would be a potential tradeoff for picking up speed boosts
    • the player would pass points of interest they might be inclined to revisit after completing the race

Documentation

  • walkthroughs on content creation
  • walkthroughs on data authoring
  • tools & custom plugins

Items

  • authored items
  • made sure data was consistent
  • fixed bugs in item data
  • handled release and version control branching of items/item data

Technical Details

Quests: Implementation Systems

  • set standards for implementing complex quests and cinematics using the tools available.

Tools: Custom Plugins

    • coded plugins for our data authoring tool in C# to speed up designer workflow and export game data.

Debugging

  • programming knowledge allowed for more in-depth debugging and troubleshooting
  • fixed code bugs

Gobble Ghost!


Gobble Ghost!

Ludum Dare 45

You are an adorable (and hungry) little ghost in this Halloween world! Eat things smaller than you to absorb their powers, but watch out! Creatures larger than you may be eyeing you in the same hungry way…

This was my first Ludum Dare! I was the vision holder and programmer.

See the ldjam page
Play it directly here

Design Details

Theme: Start With Nothing

I had, for some reason, thought Ludum Dare was 48 hours instead of 72. So I wanted something that we could reasonably get playable in 2 days. Since it was October, we wanted to do something Halloween-themed. I proposed a modified “eat-n-grow” game.

Modifications:

  • In addition to size, the player would have other “stats”
  • What the player consumed would change their stats
  • Players would gain abilities and ability modifications from certain enemies

Theme relation:

The player starts quite small with nothing special, but over time gains size, power, and abilities until they are quite the unstoppable ghost.


Third Time’s the Charm


Third Time’s the Charm

Global Game Jam 2019

You are an interior designer tasked with designing a suitable home for your clients. Based on their needs, can you create a thematic and coherent living space that fulfills their dreams?

GGJ 2019 completion badge
We got these neat badges for participating

Third Time’s the Charm was made during January 2019’s Global Game Jam! This was my first game jam as an official participant and it was an amazing experience. I served as a programmer and the vision holder. I jammed at a site that was organized by the local game development community  in Oregon.

You can play the latest version, which was adjusted for mobile, here.

I was pleased with the UI system I built for traits. Each piece or furniture had a set of traits, which consist of an icon and name. I wrote a couple small, clean, data-driven classes that I would happily re-use in a non-game-jam piece.


LINGO


LINGO

Small Web Game

When I was younger, I used to watch a lot of game shows. Lingo was a favorite of mine, and I wanted to incorporate a Lingo-like game into my language learning website project as well, so I made a little demo in English.

Imagine my surprise when Wordle became such a sensation!

Play it here or load the pen below

Rules

    • You are given the first letter of a five-letter word.
    • You have five tries to guess the word.
    • With each try, if a letter is in the correct spot, it turns green.
    • If the letter is in the word and has not been correctly placed, it lights up yellow (ex. if the word is “truth” and “twist” is guessed, the second t will light up yellow because it is in the wrong spot).

Codepen Embed

(If you’re on mobile and only see code, click the “result” button)


Yvain


Yvain, le chevalier au lion

Educational Visual Novel

For the Cornell Summer Research Institute, I designed and developed a game demo on the story of Yvain, le Chevalier au Lion by Chretien de Troyes. This demo was a sample of a much bigger idea – a website to help (primarily higher ed) students learn & retain foreign language knowledge through the use of online games. As both I and the faculty member I worked with are French speakers, we started out developing for French language learners. This project was presented at Cornell College’s Student Symposium in April 2017.

Watch the video about the research & development of the game
Play the demo
Read the research reflections

Screenshots


The Scarf


The Scarf

Interactive Fiction

As a Digital Humanities exercise, we created digital adaptations of written works from The Husk — Cornell College’s literary magazine from the 1920s to the 1960s. I chose a piece called “The Scarf” to adapt into an interactive fiction format.

See it here
See information about and read the original work

Screenshots


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