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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

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