On this Unannounced Hero Shooter, I was a Combat/Systems Designer. My responsibilities included:
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Character Ability and Skills
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Designed, prototyped and iterated
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Secondary gadgets
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Combat Systems
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Feel and balance of combat
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Character Movement
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Character speed
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Character traversal around environment
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Design and prototyped
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Overall I spent much of my time collaborating with the lead Hero Designer and other designers to create a fun-filled tactical hero shooter.
Contact me to view the Video Reel (NDA password protected).
Video Reel
Studio
Army Game Studio
Platform
Playstation
PC
Engine
Unreal Engine 4
Tools Used
Gameplay Ability System
UE4 Blueprints
Miro
Photoshop
Team Size
~30
Detailed Info
Hero Design
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Proposed a plan to create the Pillars of Design for each Hero that established:
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Hero role or way of playing
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Look and Feel
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Strengths and Weaknesses (Balance)
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Worked with the team to conceptualize the design for Hero abilities and skills
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Worked with Lead Hero Designer to design each Hero Kit
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Equipment Items each Hero can bring to the battle
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Such as unique grenades, drones, spy or recon gear and more
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Worked with Lead Hero Designer to design Hero Movement
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The unique way each Hero moved about the battlefield
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Scripting
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Client to Server blueprinting
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Carefully scripted blueprint nodes for client to server gameplay
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Prototyped Hero Abilities in Unreal Engine 4 and Epics Gameplay Ability System in collaboration with my Lead and the engineering team
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Construction abilities
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Movement Abilities
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Weapon Abilities
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Worked closely with Engineering to prototype and finalize the AI for drones used in the game
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Flying drones
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Spy Drones
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Drones that could be remotely controlled by the player
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Collaborated with the SFX and VFX artist to hook gameplay related Audio and Particle Effects
Combat
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Collaborating closely with the design team, I iterated Hero abilities to best suit the game modes
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Refined and balanced combat encounters
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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
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Accounting for the strengths and weaknesses of each hero in the level
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Many different kinds of considerations from characters fitting through doors to the distance an ability is effective
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