Emperor

My start at Paradox

Europa Universalis IV: Emperor was the first release I’d worked on at Paradox, and I took the opportunity to greatly improve old mechanics as well as introduce new content. My largest responsibility was to rework the Burgundian Inheritance historical event mechanic, which essentially involved creating a royal inheritance system within the game’s content mechanics while also delivering extensive branching narrative events to the player for how they wish to respond to the changing game-state. These varying branching paths relied on input from several players, giving everyone involved agency over the outcome of the narrative event.