The Walking Dead: Saints & Sinners – Chapter 2: Retribution

Gameplay & Level Design Contributions

  • Faction Camps

    • Designed and built faction camps with carefully planned layouts.

    • Integrated environmental storytelling elements to enrich immersion.

  • Weapons Design

    • Conceptualized and balanced eight unique weapons.

    • Ensured smooth integration into the combat system for cohesive gameplay.

  • Main Story Mission

    • Led development of a major narrative mission in collaboration with writers and narrative designers.

    • Scripted complex mission sequences.

    • Designed engaging gameplay scenarios that advanced the plot and sustained player engagement.

  • Gameplay Systems

    • Developed and iterated on two new gameplay systems.

    • Rigorously tested features to ensure they improved immersion and enjoyment.

  • Team Collaboration

    • Supported fellow developers across disciplines, contributing to tasks outside of core responsibilities.

    • Fostered a collaborative environment that encouraged creativity and problem-solving.

  • Narrative & Dialogue

    • Scripted dialogue to deepen character development.

    • Wove compelling narrative beats into gameplay to strengthen player connection to the story.

  • Immersion Enhancements

    • Implemented haptic feedback tuned to in-game actions, heightening tactile immersion.

  • Cross-Platform Support

    • Maintained characters across multiple platforms.

    • Ensured performance consistency and stability across devices.

  • Overall Contribution

    • Showcased strong multitasking and adaptability.

    • Contributed to both gameplay innovation and overall product quality.

Development Documentation Collection

  • Game Design Documents (GDDs)

    • Emphasized clear, concise breakdowns of core gameplay concepts.

    • Included reference images to guide artists and support visual consistency.

  • Task Breakdown & Production Support

    • Provided detailed task breakdowns for each department, tailored to the specific work required for each entry.

    • Facilitated creation of JIRA tickets and sprint planning.

    • Enabled department leads to efficiently assign and track tasks per sprint.

  • Overall Contribution

    • Streamlined communication between design, art, and production teams.

    • Ensured clarity and consistency in the execution of design vision.

Click on any document below to read the full brief.

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

Weapons Design & Implementation

  • Initial Design Process

    • Assumed full responsibility for the design and implementation of weapons featured in the trailer.

    • Authored a detailed weapons brief, outlining weapon functionality and integration with existing systems.

    • Provided the concept art team with essential references, including visual inspiration and in-depth functional descriptions.

  • Cross-Team Coordination

    • Created structured task lists for art, design, and code teams.

    • Enabled efficient resource allocation by team leads through clear planning and documentation.

  • Implementation

    • Integrated completed weapon models from the art department into gameplay.

    • Scripted damage values and implemented haptic feedback curves for each weapon.

  • Tuning & Balancing

    • Conducted personal playtests to assess weapon performance and player feel.

    • Iterated based on feedback from the Design Lead and QA teams.

    • Adjusted key gameplay parameters, including:

      • Fire rate

      • Ammo capacity

      • Recoil

      • Ammo types

      • Damage output

    • Refined SFX & VFX to ensure weapons felt impactful and polished.

  • Overall Contribution

    • Ensured each weapon was tightly balanced, fun to use, and fully integrated into the game’s combat ecosystem.

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