One of the largest projects I worked on in my time on Paladins was Wave Defense: our first fully built PvE experience! This was an idea that had existed internally for several years; however Wave Defense’s roots came from the work of Shakti Das – a former level designer – testing out various level prototypes for a PvE map. His departure in June 2023 left the project with no standard bearer, so I picked it up as a passion project. Here’s what the mode looked like when I initially inherited it:
The core systems required to iterate were in place: spawners and bots utilizing a preexisting GameClass for its mechanics. My first goal was to build out those foundational pieces to be more modular and adaptable. While working as a CM, I learned how to operate Kismet (where Shakti had built all this functionality) and worked with a programmer to slowly pull more of the systems into code. Once done, we made spawning on a dynamic timer and tables based on the map and number of players in the lobby. We also then collaborated with our Art team to target Champions and cosmetics that let us build out themed experiences for a beta launch on 3 maps. When we reached this point, I had to pitch to the Design team and Production to let me work on the feature using my work time. Here’s what that version of the mode looked like:
When approved to work on the project with an anticipated ship date of Summer 2024, I wrote an in-progress GDD to catch up the Design team on the progress I made as well as where the mode would need to go:
As listed near the bottom, the mode still had several technical issues stemming from converting PvP systems to function with PvE intent. Working with another programmer, we added several mode-specific performance enhancements as well as unique functionality to support our existing UI as well as convey new mechanics like custom powerup drops and spawner resets during waves. With all of this tackled, we shipped the mode into Public Beta in July 2024, two months after I was given a designer title. Here’s myself in the reveal video going over the mode and its release maps:
The mode’s launch overperformed all our expectations, with Day 1 playrate being the highest for a new mode in 5 years and positive feedback from the community on its inclusion as a core mode in the game. With that in mind and some performance issues appearing on PC, we would continue to support the mode with a solo variant, a hard mode, and an unreleased 4th map all designed by myself as post-launch support. Its retention would fall in line with other modes, but remained our most successful in the post-pandemic development era!

