TY the Tasmanian Tiger 3: Night of the Quinkan
Platform: Xbox, PS2, GC
Release: 2005
Position: Designer

During the pre-production phase of TY 3 Krome had begun expanding their design team. It was a known fact among management that I was eager to move into design. So during this expansion I was invited to make submissions of some of my design writing and complete a series of design tests. Shortly after this I was moved on to the design team as a junior designer. I was now Krome Studios 3rd full-time designer.
My time on TY 3 was short. Krome had a new AAA title in the works that would start soon and I would be moved on to that new project. While I was on TY 3 I made several major contributions to the design. I contributed to a handful of the core systems that were still being fleshed out and I designed a full boss encounter.
With most of the core systems being carried over from the previous TY games the majority of my design contributions was on the new flight system introduced in TY 3. TY now had access to aircraft and a large chunk of the game took place in the air. I helped with the design of most of the systems that went into this new feature. This included the controls, combat, upgrades and enemies. The boss encounter that I designed was also part of this new air combat portion of the game.
It is during this time I began to learn what really went into making not just compelling designs but well crafted design documents. I began to understand and appreciate the iteration process and strengthen the communication skills that are needed to see my designs turned into the best possible assets.