Timeline: Leading up to September 2021 Release Candidate
I joined the team in mid-production, a bit over 6 months before this release candidate build. My initial task was to audit project workflows & architecture. Our goal was to enhance consistency of implementation and empower designers to use Blueprint more.
From April through July 2021, I supported features as a Technical Designer
From 2022 through 2023, I supported LiveOps features as a Technical Designer
Simplified Damage calculations
Tuned stamina costs for all combat actions
Performed data-driven adjustment
Tuning the Character-leveling curve after starting a dungeon
Designed and implemented pitfall respawn logic
Handles cases where players fall out of playable area
Ad-hoc telemetry solutions during production
Playthrough data collection
To properly understand MythForce’s per session character leveling, we would need to map player progression onto defined portions of procedurally generated dungeons. Mapping the progression metrics posed a challenge at that time; due to a lack of data gathering methods like telemetry hooks. I worked through those limitations by collecting and analyzing data from developer self-reports in our team-wide playtests.