Big Rumble Boxing
Survios ◦ MGM Studios ◦ Boxing-Focused Fighting Game ◦ Unreal Engine 4 ◦ 2020

Role on Project: Senior Game Designer
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Combat Design and Prototyping
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Developed the prototype for the project, creating the foundation for data-driven actions using UE4's Gameplay Ability System. Created an initial class hierarchy for all abilities in the game.
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Setup initial data structures and abilities for attack and defense actions, and assisted in updating these over the course of development to improve iteration time on the combat design.
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Initial setup and support for gameplay effects and calculations related to damage, stamina, and super meter attributes.
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AI Design and Implementation
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Worked with a senior AI programmer and the action selection system he developed, creating a fun and challenging fighting game AI tuned for a more casual audience.
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Collaborated on the development of AI systems to accommodate the combat design of the game, trying to make the AI match a player's actions as closely as possible.
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Developed and maintained the state machine that defined the AI's combat behavior, including offense, defense, and locomotion.
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Modified and extended AI systems in C++ and Behavior Tree where necessary, creating and editing things like action selection conditions and locomotion behaviors.
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Defined, maintained, and tuned the full array of concepts and values that defined the AI's various behavior states and actions, tying these to variable difficulty modifiers (easy, normal, hard).
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Minigame Systems Implementation and Design Oversight
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Created a foundation for the entire minigame management system in C++, initially developing a holistic, extensible, and modular system that could be passed off to develop unique minigames with different mechanics in a shared framework.
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Oversaw design and reviewed the scripting of contract developers (designers and programmers) that took the above systems to implement different minigames.
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Helped to complete the development of minigames and bring them to final shippable quality.
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