I am having a lot of fun designing character abilities on a small pod. My work interfaces heavily with Combat Design and, luckily, I work with a veteran in this field joining our team after many years at Behavior Interactive: Joel Galarneau. His vision and patient approach have set clear, iterative goals for our core mechanics and abilities to improve as we enter Early Access.
Working on a co-op dungeon crawler game has led me to broaden my technical skillset in Unreal. Now, I'll be moving on again after a few months spent designing and troubleshooting procedural generation constraints to allow encounter balancing. Not easy when parties range from 1 to 4 players and may include a mix of classes!
I am having a lot of fun designing character abilities on a small pod. My work interfaces heavily with Combat Design and, luckily, I work with a veteran in this field joining our team after many years at Behavior Interactive: Joel Galarneau. His vision and patient approach have set clear, iterative goals for our core mechanics and abilities to improve as we enter Early Access.
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A camera beat chart and additional analysis for the Summit Forest mission.
See the whole series of articles on the Camera page. "Read More" for details. A camera beat chart and additional analysis for the Chasm Shrine mission.
See the whole series of articles on the Camera page. "Read More" for details. A camera beat chart and additional analysis for the Chasm Stronghold mission.
See the whole series of articles on the Camera page. "Read More" for details. |
James Dodge
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