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Introduction

At Sharkmob, I was a member of the player and combat team. This was a collaborative environment where I participated in discussions on core combat systems and the moment-to-moment gameplay experience: everything from weapons to traversal. I designed dozens of abilities and helped to shape differentiated roles for the game's Exo-Rigs as they underwent a major revision. I expanded the game's roster of enemies with two NPCs to challenge players on new axes, and I was a feature owner on damage feedback, ensuring that players got the information they needed quickly and precisely. Read on to learn more.

Quick Overview

  • Exo-Rigs: created dozens of abilities and modules
  • AI: created new NPC archetypes
  • Damage Feedback: feature owner
  • Combat: Participated in defining core systems and vision
  • Co-development: led communication and design documentation
  • UR testing: preparation, documentation and re-iteration​​

Tactical Open-World Extraction Shooter

Abilities

On Exoborne I was responsible for a few dozen 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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