EverQuest II — Chains of Eternity
Contract Engineer
Engaged as a contract engineer during the Chains of Eternity expansion launch for EverQuest II in November 2012. The primary deliverable was designing and implementing the adornment system export pipeline — a structured XML feed that allowed third-party fan sites to dynamically query and surface in-game adornment item data. This extended the EverQuest II community ecosystem well beyond the game client itself, giving the dedicated fanbase the live, structured data they needed to build and maintain the reference tools the community relied on.
The implementation required deep familiarity with the existing item and adornment systems to produce an export format that was both accurate and stable across future game updates — something third-party developers could build against with confidence.
Also contributed targeted bug fixes as part of the broader expansion release stabilization effort, working across the codebase during one of the most active and scrutinized release windows in the game’s lifecycle.