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Introduction

Quick Overview

At Sharkmob, I was a member of the player and combat team. I was responsible for Exo-Rigs, the game's player characters. I defined their distinct roles in and out of combat, their kit and their progression. I took dozens of abilities through all stages of development, from design to prototype to playable product. I always aimed to assure that we provided an identifiable fantasy that was engaging to play and deeply connected to systems and the core game loop.

 
  • Characters: defined playstyles and identities
  • Abilities: designed & realized dozens of abilities 
  • Progression: crafted a journey for weeks of play with meaningful choice
  • ​​​Systems: built and balanced game-wide systems to deepen characters and combat

Tactical Open-World Extraction Shooter

Abilities

On Exoborne I was responsible for dozens Exo-Rig abilities and modifications. This meant:

 

  • Designing them to have meaningful differences that players could easily parse.

  • Prototyping abilities with Blueprints

  • Balancing them against each other and against weapons.

  • Collaborating with VFX and SFX to ensure that threats were properly signalled

  • Tweaking based on internal and external feedback.

Enemies

I was also a member of the NPC team. Along with refining the current NPCs, I worked on designs for NPCs not yet in the game. I:

 

  • Analyzed the current range of NPCs, identifying where a meaningful addition could be made

  • Wrote a design describing the NPC's combat role, detailing the expected combat flow and work needed from content teams

  • Created a prototype with unique mechanics with behavior trees and blueprints

  • Incorporated senior feedback to give NPCs identifiable rhythm, anticipation and recovery

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Damage Feedback

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As feature owner on damage feedback, I:

  • Researched the field of AAA multiplayer action shooters, to land on a solution that

  • Precisely shows the impact of loadout and

  • Surfaces the interactions of damage types and resistances

  • While remaining unobtrusive by

  • Precisely documenting the implementation of damage numbers and

  • Collaborating on their implementation with co-development partners.

  • Fine-tuning size, color, decay and position 

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