Gameplay, from Victoria's point of view. Victoria looks at her golden Lion headed mace, just summoned into her hands along with an ornate golden shield.
Leadership Showcase

Leading the Player Abilities team

Project:  MythForce

Engine:    Unreal Editor 4

Feature:    Player Abilities

After unexpected attrition on the design team, I was quickly offered a chance to lead the Player Abilities team towards a critical milestone. This lightweight group made excellent progress in these two months. Our main focus was to crystalize Victoria’s abilities to better match her to the Tank archetype by
  • Merging two existing prototypes into the Lion’s Roar Overcharge ability
  • Designing and coding core aspects of dashing in the Traversal ability, Vanguard
  • Merging two existing prototypes into the Lion’s Roar Overcharge ability

Shifting directions for the next content lock

September ’21 Deliverables for Maggie, Rico, and Victoria

In July, our team is now tasked to final nine abilities, towards the immediate goal of shipping our three existing player characters.
Alpha Gameplay, from Rico's perspective. His arm is held in the air, sword pointed foreward. The other hands beckons, challenging the acolytes in front of him to come closer.
However, three of those characters’ existing abilities seemed unlikely to succeed. Either not expected to reach quality targets or don’t fit into future visions for MythForce gameplay. We held a one week Strike Team to remedy this issue. Our team’s newest hire, a Combat Design specialist, created the high level plan and set clear paths towards our goals.
With two additional engineers involved, we accomplished a quick turnaround. Our team also brought these and the nine other abilities to shippable state with respect to gameplay and UI.
  • A novel Deadly Thrust to replace Rico’s Combat Ability Riposte (as seen above)
    • The active counter ability was failing to be used effectively, due to poor enemy telegraphing
    • The new active forward jump attack used similar logic to provide conditional invulnerability
  • Converting Maggie’s Barrier into an Overcharge ability
    • New and improved version buffs the entire team while slowing enemies
  • Replacing Maggie’s powerful Rewind with the Utility Ability Teleport
    • Too many edge cases introduced by moving her back in time to heal and get out of danger
    • New Blink-like ability took reference from Dishonored gameplay
We iterated on Player Abilities, adjusted scope, and completed 30+ variants in 8 months. I personally handled all incidental requests and implementations for their SFX, VFX, functional tests, and the player-facing loadout menus required to make these variants playable.
During functional changes to these abilities, I guided implementation through daily conversations with our junior programmer. Our pod would meet regularly in an optional drop-in voice chat during the afternoon. There I assisted with high level guidance and we worked out the details for each of the ability animations and variants. Additionally, I provided mentorship and networking support for the programmer on his career journey to become a Technical Game Designer on Apex Legends.