Associate Game Designer
Deck13 Interactive GmbH
The Surge 2 is a hardcore action RPG with an unique limb targeting system and is set out to improve on its predecessor with more variety in its level and enemy design.
I joined a 70 person development team for the last 7 months of development first as a Game Design Intern and later as an Associate Game Designer. My tasks focused on content completion and polish needed to reach shipping quality.
The encounters were part of, or linked closely with, quests so I made sure that the encounters fit the current narrative and pacing of the game with proper choice of enemies, timing and tweaking.
While the enemies or assets I used for these encounters were reused, I was able to keep it exciting by using proper placement, tweaking enemy behaviour, creating dynamic spawnpoints, and scripted sequences such as them breaking through a door and killing NPCs.
Implementation and iteration on quest logic using the Fledge engine's visual language and LUA. By creating different prerequisites, triggers, dialogue choices and events I was able to fully implement quests from start to finish.
Creation and balancing of quest related items and rewards to fit the pacing of the game.
Setting up NPC looks, pathing, logic and behaviour. I was able to change to change their looks via certain components and add small details via events that I created and added to their animations. This helped with setting up their character and make them more memorable.
Implement and iterate on dialogues. Using the Fledge engine's dialogue editor I was able to implement dialogue. I would then iterate after feedback from the Senior Narrative Designer and playtesters with an eye kept on the player's experience. I was also able to add events to the dialogue allowing for special events to happen should the player choose certain dialogue options.
Create and implement scripted sequences. By using the action sequence manager I was able to set different events and logic on a timeline allowing me to create cutscenes and sequences to help tell a story.