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Team Size

Team Role

Genre

Company

Project year

Platform

Engine

~70

Associate Game Designer

Fledge Engine

2019

PC/PS4/XboxOne

Deck13 Interactive

Action RPG

Project description

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.

Main Responsibilities

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.

Encounter Design

  • 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.

Quest Design

  • 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.

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