Satisfying Melee CombatOne of my main tasks on this project was the design and implementation of the player's complete controls and movesets. This included designing various combo chains and attack timings. I worked with tech and animation to implement and iterate on transitions and timings, often working on the scale of milliseconds, to ensure that each attack felt solid and satisying.
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Enemies, Bosses, and AlliesMy other primary role on this project was the design and implementation of the various actors that inhabited the world. I designed over a dozen enemy types and a boss, though only around half made it all the way through the pipeline. I worked with the concept, animation, audio, FX, and tech teams all the way from kick-off to polish, to ensure each actor hit its mark.
I also designed the Ai for our "Echoes" system, which used a computer-controlled player character to assist the player during boss fights. |
DocumentationMuch of my work on this project involved documentation. Documentation not just about the various designs and features to be implemented, but also on the philosophy behind my design decisions, in order to assist future developers and developments.
Here is just one example of the several documents I drafted during my time working on this project. This was called the "Enemy Core Master Design Document" and highlighted the philosophy behind designing each of our enemy types. |
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