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Nathan Hajek

Content, Systems, & Narrative Designer

 Nathan designed systems, heroes, and cards for major licensed IPs:

  • Lord of the Rings

  • Fallout

  • Star Wars

His work in the Lord of the Rings IP is perhaps the most notable and relatable to Legends of Runeterra.

Journeys In Middle-Earth –
A Hero-Based Deck Builder

Lead system designer. Lead narrative designer. Lead content designer. 

Core Loops

Journey’s in Middle-Earth is a cooperative adventure game with deckbuilding at it’s core.

Player’s take on the role of a major character from Middle-Earth (Aragorn, Legolas, Bilbo, etc.) and explore and fight their way through adventures.
During the campaign, players use their experience to adjust their decks, choosing cards that define their role in the party and reflect the choices they’ve made. The outcome of each adventure affects both the story and cards available to you, and while many Adventures have fail-forward mechanics and narrative, there are critical points at which a loss means you lose everything and need to begin again.

Hero Variety and Identity

Characters are designed to vary greatly in ability and style, allowing players to engage in the same core loop while specializing in specific mechanics or subsystems that appeal to them or are needed in the party.

Each character has a few cards that are specific to them, a core to that character’s identity and experience. They also have a few cards that are shared with others (i.e. every human has the “Gift of Men” card and every Hobbit has “Simple Desires.”) All card are highly thematic and steeped in the lore yet approachable to the common movie fan.

 

Implementation

Journeys in Middle-Earth was a ground-up design for a mobile/boardgame mashup. The technical design, specification, and implementation in Unity were spearheaded by Nathan.

He also designed and implemented all cards, game systems, and narrative design for the core campaign (which all sounds like a lot when put like that…).

It was nominated for Game of the Year and won Best Solo Game of 2019 in the Dice Tower Awards.

Descent

Product owner. Lead system designer. Lead narrative designer. Lead content designer.

 

Before working with Lord of the Rings, Nathan did extensive hero-based design for Descent: Journeys in the Dark 2nd Edition (and Descent: Legends of the Dark after). In total for these games, he has designed 45 heroes, 18 classes, 50+ enemies, and some absurd amount of cards to support them–well over 500. 

Nathan led the expansion of the Descent 2nd product line over multiple years, delivering over 20 products to world-wide distribution. It was the highest grossing line for the studio at the time. He also drove the development of the Road to Legend companion app, which tripled the total monthly sales of other products in the line over multiple months.

Hybrid Classes –
A Product Line Capstone

At the tail end of the product line, Nathan led the design of the Hybrid Classes. This new type of class allowed a hero from one archetype (a high-level content division, like Regions in LoR) to access class cards from a different archetype. Each Hybrid Class took the strengths and weakness of the heroes of one archetype and alchemized them into a new way to play the existing classes of the other given archetype.

The planning was extensive, considering the host of new possible combinations between every existing hero and class. Less popular heroes and classes were given special consideration, seeking to offer new life and synergies to the stale content.

Road to Legend –
Expansive Modular Content

 When the Road to Legend app launched, dozens of expansions already existed for the core experience. Core systems for the new mode and additional content were created for every existing expansion, promoting and rewarding the user for a large collection. 

 All heroes and classes were implemented into the new design, adjusting some existing abilities as needed. Unique interaction and opportunities for certain heroes and classes were also woven into the campaign, offering opportunities that had not previously existed for players to explore the lore and world of Terrinoth. 

 

Descent: Legends of the Dark

Descent: Legends of the Dark is the next generation of Descent and Fantasy Flight Games’ app-based products.

The combat and progression systems advance beyond previous versions, using subtle new designs to gather and track information that otherwise exists in the physical space beyond the app.

Every opportunity is taken to promote player interaction and a focus on the choices the user can make.

“It’s certainly a high bar Descent: Legends of the Dark is aiming for, and despite all the challenges that come with such a goal, they’ve somehow not just succeeded but delivered an experience that captures the best aspects of each individual element and crafts it into an immersive and addictive whole, and there’s not really anything else quite like it.” – ComicBook.com

“Descent: Legends of the Dark finally lives up to the franchise’s full potential. The app-driven experience feels like a board game, but plays like an RPG.”  – Polygon

“This is a celebration, this mad big thing. The plastic miniatures and the cardboard terrain and the roleplaying game atmosphere and the Fighting Fantasy unpredictability and the computer game’s all-seeing eye – it’s like a taste of everything from all of this stuff we love.”– Rock Paper Shotgun