
Corsair Cove
Released:
TBA 2026
Studio:
Limbic Entertainment
Platform:
PC
Tools Used:
Unreal engine, Microsoft Excel & Word, Photoshop, Miro, Confluence, Perforce
Duration:
3.5 Years
Role:
Gameplay / System Game Designer
Overview
Build a sprawling pirate haven, raise a fleet to explore the high seas, and take on the Crown to keep the Age of Piracy alive! From ale to flintlock pistols, and from scallywags to swashbucklers, you’ll need to manage complex production chains and govern a rowdy crew to reign supreme over the seas!




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I joined the Corsair Cove team as a Gameplay and systems Designer through the entire development cycle of the game at Limbic Entertainment till the global launch.
My duties included:
• Authored and maintained design documentation in Confluence and Miro, ensuring cross-team alignment and production clarity.
• Owned tutorial system design and onboarding flow and drove its day-to-day execution, collaborating with a multidisciplinary team from concept to delivery.
• Owned the design of two scalable event systems (Pop-up, Adventure), enabling systemic content creation across design disciplines.
• Designed and delivered the Fortification system, closing the gap between island city-building and open-sea activities to enhance strategic depth and systemic gameplay.
• Implemented and iterated on 20+ events in Unreal Engine, enriching gameplay and narrative depth.
• Implemented and iterated on emergency events in Unreal Engine, crafting branching choices and consequences to challenge player decision-making and elevate gameplay tension.
• Wrote in-game content and narrative UX text (Side panels/tooltips, flavor text, tutorials, Codex), supporting clarity, onboarding, and player experience.
• Collaborated with narrative designers and writers to define and deliver the game's intro sequence, aligning story beats with gameplay pacing, narrative-driven events and character barks.
• Co-developed prototyping the Adventure Event system using Excel, modeling event flow and validating systems design for stakeholder presentations.
• Contributed to defining and shaping the objective system, aligning player goals with broader game structure.
• Participated in weekly playtests, identifying design gaps and proposing iterative solutions as improvement tickets to drive continuous quality improvements.
