Battlefield 2042

My work focused on dynamic gameplay systems — the kinds of systems that make the world feel alive and unpredictable from match to match. That meant owning design work across the weather system, destruction, world interactions, and the Hazard Zone game mode.

Preview

Battlefield 2042

Role & Promotion

I was promoted to Game Designer over the course of the project. The promotion came off the back of taking increasing ownership of several interconnected gameplay systems, collaborating closely with engineering and environment teams to translate design intent into shippable features. Battlefield 2042 is a large-scale production, and navigating that — keeping systems coherent while working across multiple disciplines — was a significant part of the job.

Weather System

The weather system is one of 2042's most visible dynamic features — tornadoes and storm fronts that roll across maps mid-match and force players to adapt on the fly. My work here was on the design side of the system: how weather events are paced, how they communicate danger and opportunity to players, and how they interact with the broader sandbox without becoming frustrating interruptions. The goal was for weather to feel like a genuine tactical variable rather than a spectacle that runs parallel to gameplay.

Destruction

Destruction has been a Battlefield signature since Frostbite's early days, and on 2042 the design challenge was making sure it served gameplay rather than just looking impressive. I worked on defining what should break, when, and to what extent — balancing the fantasy of a collapsing environment against readability, performance, and the need for the map to remain a functional play space throughout the match. This involved close iteration with environment artists and engineers to make sure destruction states were authored in a way that supported the intended design outcomes.

World Interactions

World interactions cover the layer of systems that let players engage meaningfully with the environment beyond shooting — ziplines, doors, vehicle interactions, interactive objects and hazards placed throughout the maps. My focus was on making these feel consistent and discoverable, so players could build an intuition for what the world would and wouldn't let them do. A lot of this work happened at the intersection of design and level design, ensuring interactions were placed and tuned in ways that naturally surfaced during play.

Hazard Zone

Hazard Zone is 2042's squad-based extraction mode — a tighter, higher-stakes experience built on top of the same maps and systems as the main game. I contributed to the game mode design, working on the rules and structure that differentiate it from All-Out Warfare: the resource economy, how dynamic events like weather and world hazards behave differently in this context, and the tension between extraction objectives and combat. Designing a mode that reuses assets and systems while delivering a meaningfully distinct feel was an interesting constraint to work within.