DIRECTIONAL COMBAT​
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As the lead combat designer on the project, I took ownership of the combat system. I led a team of two technical designers and engineers through design, prototype, and implementation.
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Designed and built a combat system that integrates a combination of directional inputs and attack keybinds (tap/hold) to trigger different player abilities.
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Developed a designer tool to create and iterate on player abilities efficiently using a heavily modified version of Unreal Engine 5's Gameplay Ability System (GAS).
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Designed and balanced combat for both PC and console controls.
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Worked closely with artists, animators, and programmers to implement UI, AI, and functionality for the player character.​
DUAL ENERGY SYSTEM
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We designed and built a dual energy system to fuel player actions:
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(Name omitted) Blue Energy regenerates over time and is used to cast a variety of abilities.
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(Name omitted) Red Energy is charge-based, generated through successful player actions, and is used for stylish executions and ultimate abilities.​
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This system provided a consistent cadence to gameplay, and allowed for moments of spectacle to reward the player for playing well.
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We incorporated a flow-state bonus effect that increased both Blue and Red Energy generation upon uninterrupted combo chains. Any missed attacks or damage taken would reset this.
CONTEXTUAL FOCUS MODE
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To enhance the cinematic effect and storytelling in combat, we created a contextual focus mode for environmental interactions.
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When focus mode is enabled, time dilates, and environmental interactables are highlighted.
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While active, players have a window where they can place precise shots on interactables such as explosives, traps, and other hazards.
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We wanted the player to pay attention to their surroundings and use them to their advantage. Since we have a fast-paced action combat system, we created the Contextual Focus Mode to slow the pace down when needed.




