
The Walking Dead: Saints & Sinners Chapter 2- Retribution
In my role as a Gameplay/Level Designer for this title, I took on a diverse array of responsibilities to elevate the gaming experience. This encompassed meticulously crafting faction camps, intricately designing their layouts while infusing them with immersive storytelling elements. Additionally, I meticulously conceptualized and balanced eight distinct weapons, ensuring their seamless integration into the game's combat system for a cohesive player experience.
Moreover, I spearheaded the creation of a captivating main story mission by collaborating closely with writers and narrative designers. This involved scripting complex sequences and designing engaging gameplay scenarios that not only drove player engagement but also aligned seamlessly with the game's overarching plot.
Furthermore, I innovated by developing two new gameplay systems, each rigorously tested and iterated upon to ensure they enhanced player immersion and enjoyment. Additionally, I provided invaluable support to fellow team members, offering assistance across various tasks and fostering a collaborative environment conducive to creative excellence.
In the realm of narrative, I meticulously scripted dialogue to enrich character development, weaving compelling narratives that resonated with players. Additionally, I implemented haptic feedback to elevate the gaming experience, finely tuning it to align with in-game actions for heightened immersion.
Managing character maintenance across platforms was also part of my responsibilities, ensuring consistency and optimal performance across different devices. Through my versatile contributions, I showcased adept multitasking and adaptability, both crucial for enhancing the game's development and ensuring its overall quality.
Documentation
This collection features documentation from my development work. The Game Design Documents (GDDs) demonstrate my emphasis on clear, concise breakdowns of core concepts and include reference images for artists. Additionally, I provide task breakdowns for each department, tailoring them to the required work for each entry.
This aids the production team in creating JIRA tickets and allows department leads to add relevant tasks on a per-sprint basis.
Eradicator NPC Design Doc
Tower Mission 2 Design Doc
Grenadier NPC Design Doc
Corpse Loot System Design Doc
Chainsaw Haptics Design Doc
Weapon/Combat Design
I assumed responsibility for the comprehensive design and implementation of the weapons featured in the presented trailer. Commencing with a detailed weapons brief, I provided the concept art team with essential reference images and an exhaustive description outlining the functionality and integration of the weapons with existing systems. The process culminated in the creation of task lists for art, design, and code teams, facilitating resource allocation decisions by team leads.
Upon receiving weapon models from the art department, I progressed to script damage values and implement haptic feedback curves for each weapon. Subsequently, I took the lead in fine-tuning the weapons, leveraging insights from my playtests and incorporating feedback from the Design Lead and QA. This intricate tuning process encompassed adjustments to fire rate, ammo capacity, recoil, ammo types, damage output, as well as the refinement of SFX and VFX for optimal gameplay experience.








