Madden NFL 27

Madden 27 is where I took on a majority of the ownership roles. I was given design ownership over 4 main features of the Superstar mode. I carried on as owner of Gameday Beats and the College Football Road to Glory character import in to Madden Superstar from Madden 26. Building these up and expanding on the foundations we had laid in the previous title. For Madden 27 I was handed ownership of the Sphere of Influence and Quests features. On top of owning these four features, I was acting as the point of contact for all audio requests we had across the Superstar team, communicating directly with the audio and commentator teams.

Carrying over the ownership from Gameday Beats in Madden 26 to Madden 27, our goal here was to expand our User Interfaces to clearly display the modifiers and objectives to the players so there is not any confusion in regards to what is happening in the game. I worked closely with the Player Experience team and the Presentation teams to ensure that our Gameday Beats information was being displaying correctly and in a way that makes sense in game. On top of expanding our User Interface experience we also expanded our list of Gameday Beats as Superstar added 3 new player positions. This expanded our list of unique gameday beats by over 300 new beats alone, ending us up somewhere around 800 total.

With the expansion of the 3 new playable positions, Edge Rusher, Free Safety and Tight End, we also had to expand our College Player Import to accompany these positions. Along with updating the UI for these we also had to add more imported awards from college to ensure that we are matching what the players are earning in college and bringing with them in to Madden. As we also reworked our progression system in Madden, I had to work with the progression team to ensure our import rewards are incorporated correctly and balanced with our new system.

One of the new areas I was in charge of in Madden 27 was the Sphere of Influence system. This is something we created brand new in Madden 26 and was then passed to me to own in Madden 27. The main area of focus for me in this area was to rework the reward system we had to encourage more player interaction with this feature. One area I wanted to strengthen was removing needless empty levels that did nothing for the player and reworking rewards to the player’s wouldn’t ignore characters influence levels. Alongside reworking existing characters I also worked to create brand new characters to add in to the game, creating somewhere around 60 new characters for the sphere of influence, ranging from brand deals, to side characters, to new position connections.

Working hand in hand with the Sphere of Influence, I also had ownership of our quests system. As all of the features I was already owning made use of quests in some way or form, the connection made sense. Gameday Beats, each had 2 quests per unique beat, and sphere of influence characters had their own quest lines. Combining these 2 features, I designed out somewhere well over 1000 quests for Madden 27 alone.

On top of design ownership for these features I was also acting as point of contact for our Audio and Commentary teams for all of our Superstar Design team. Handling the creation and following implementation of all of our audio request across the entire Game Mode.

Sadly, as we were about to go in to Alpha, my role at the company was terminated as part of small layoff at our studio. This caught out team by surprise, and though I was sad to lose my position, I was proud to see my team push forward and release Madden 27.

Below I have included screenshots from in game of Madden 27 showcasing the areas I worked on and discussed above. As I was under NDA, I cannot show any of my design documentation.