
On this Unannounced Tactical Hero Shooter, I was a Combat/Systems Designer at Army Game Studio.
My responsibilities included:
-
Character Ability and Skills
-
Designed, prototyped and iterated
-
Secondary gadgets
-
-
Designed, presented, and scripted hero abilities, skills, gadgets, and traversal systems using UE4 GAS for tactical multiplayer combat
-
Responsible for designing and scripting flying AI using Unreal’s behavior tree syste
-
Character, Camera, and Controller design and development for multiple heroes
-
Applied a rapid prototyping–playtesting–iteration cycle to fine-tune combat pacing, timing, and player feedback loops.
-
Federal Budget cuts eliminated project funding
Contact me to view the Video Reel (NDA password protected).
Studio
Army Game Studio
Platform
Playstation
PC
Engine
Unreal Engine 4
Tools Used
Gameplay Ability System
UE4 Blueprints
Miro
Photoshop
Team Size
~30
Video Reel
Detailed Info
Hero Design
-
Proposed a plan to create the Pillars of Design for each Hero that established:
-
Hero role or way of playing
-
Look and Feel
-
Strengths and Weaknesses (Balance)
-
-
Worked with the team to conceptualize the design for Hero abilities and skills
-
Worked with Lead Hero Designer to design each Hero Kit
-
Equipment Items each Hero can bring to the battle
-
Such as unique grenades, drones, spy or recon gear and more
-
-
-
Worked with Lead Hero Designer to design Hero Movement
-
The unique way each Hero moved about the battlefield
-
Scripting
-
Client to Server blueprinting
-
Carefully scripted blueprint nodes for client to server gameplay
-
-
Prototyped Hero Abilities in Unreal Engine 4 and Epics Gameplay Ability System in collaboration with my Lead and the engineering team
-
Construction abilities
-
Movement Abilities
-
Weapon Abilities
-
-
Worked closely with Engineering to prototype and finalize the AI for drones used in the game
-
Flying drones
-
Spy Drones
-
Drones that could be remotely controlled by the player
-
-
Collaborated with the SFX and VFX artist to hook gameplay related Audio and Particle Effects
Combat
-
Collaborating closely with the design team, I iterated Hero abilities to best suit the game modes
-
Refined and balanced combat encounters
-
-
Movement abilities and Environment Abilities were challenges that required really strong communication with the level design team to account for large open areas vs smaller areas
-
Accounting for the strengths and weaknesses of each hero in the level
-
Many different kinds of considerations from characters fitting through doors to the distance an ability is effective
-