Technical Design

Playing a Support role on the Design Team

Project:  MythForce

Engine:    Unreal Editor 4

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.
Portrait effect on screengrab to highlight subject: A large lizard warrior lunges, with mouth open, brandishing a spiked mace.

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