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MythForce Development Log

30/10/2021

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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.

The past 6 months have required me to learn and study a lot of our competitors, including Warhammer: Vermintide II. It's been an exciting challenge to grow in this specialized area of game design. I'm always up for new challenges!
While the first three characters for our game came with their own history and implementation, [Hawkins] is the fourth playable character to join the lineup. His story and direction came to us in early stages - with a lot more freedom to reinterpret the verbs that define him. We also started from scratch on his three abilities. Evan Funnell and Taylor Jambrich have done amazing work to bring them to life, while Logan Buchanan's work on the design and early pitches for the ideas have also been an immense help.
I have contributed by writing detailed designs, championing a reasonable course for implementation through JIRA tracking, and reviewing and tuning the amazing content that my team delivers. I am so proud of what we've created together and I cannot wait to show it off in [six] months!

Note from future: MythForce released into Early Access in April 2022.
See a retrospective description of my contributions here.


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    James Dodge

    Level Designer

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