ABOUT THE GAME
A battle royale game set in a gritty, urban environment inspired by Asian culture blends traditional mechanics with a unique regional flair. Players align with one of two rival factions competing for city control, strategizing to survive while engaging in dynamic combat across diverse, immersive locations. The gameplay emphasizes close-quarters engagements, ranged firefights, and environmental storytelling, offering a mix of tactical and fast-paced action. The title stands out with its rich cultural aesthetic, incorporating local themes, weapons, and narrative elements to create a distinctly regional experience.
ROLES & RESPONSIBILITIES
- Weapons Design
- Balancing
- Feedback Systems
- Debugging Tools
- Combat Design
- AI Design
- Combat Tools
- Level Metrics
As part of Flix’s co-development business model, I was contracted onto the project as a Senior Combat Designer, tasked with leading the combat team in improving the weapon systems and enhancing the moment-to-moment gameplay. Over six months, I collaborated closely with the team in Asia, providing guidance and expertise to refine their combat zones and ensure the weapon systems felt polished, responsive, and engaging.
WEAPONS DESIGN
When I joined the project, it was evident that the team lacked a clear understanding of some fundamental aspects of weapon design and implementation. Using my experience in weapon/combat design, I introduced methodologies and tools to streamline their processes and elevate the gameplay experience.
DEBUGGING TOOLS
- Identified the need for better debugging tools for weapon balancing
- Created design docs for combat mannequins, recoil visualizers, and aim-assist visualizers
- Tools enabled real-time analysis of weapon performance
- Developed “hero statements” for each weapon, defining its unique characteristics and playstyle.
- Balanced weapons using these tools to ensure alignment with their intended roles
FEEDBACK SYSTEMS
- Identified lack of weapon feedback on hit
- Conducted market research to improve feedback systems
- Designed dynamic crosshair and audio systems for intuitive hit confirmation
- Combined visual (crosshair changes) and audio cues with haptic feedback (phone vibration/controller rumble)
- Enhanced combat immersion and responsiveness through these feedback systems
WEAPONS DESIGN
- Implemented a content roadmap for weapon creation, ensuring diverse weapon types (e.g., rifles, shotguns, melee)
- Created “hero statements” for each weapon, defining its role, strengths, and weaknesses
- Developed a weapon variants system using existing assets to introduce new weapons efficiently
- Example: Reconfigured base M4 into variants like M4 CQB and M4 Breach for specialized roles
- Ensured weapon archetypes remained distinct while minimizing development resources
WEAPON BALANCING
- Introduced debugging tools (combat mannequins, recoil visualizers) to evaluate weapon performance
- Used these tools to fine-tune weapons based on their “hero statements“
- Balanced key attributes such as damage, fire rate, reload speed, and handling for fair and engaging gameplay
- Ensured weapons felt satisfying and responsive across different player skill levels
- Streamlined the balancing process and improved the overall combat experience
COMBAT DESIGN
As a Combat Designer, my responsibilities included improving AI behaviour and pacing, designing and balancing combat tools, and establishing level metrics to enhance gameplay flow. I worked to ensure that combat encounters were engaging and consistent, addressing pacing issues by implementing AI behaviours that maintained player engagement. I also introduced combat tools like explosive barrels and hiding bushes, providing players with more agency and tactical options. Additionally, I collaborated with the level design team to set world metrics and ensure the environment supported smooth combat interactions, ultimately enhancing the overall combat experience.
AI DESIGN
- Addressed pacing issues by implementing a system where AI teleports to the player if no combat occurs within 60 seconds
- Worked with AI and engineering teams to enhance the system using behaviour trees, ensuring engagement and believability of the AI stayed high
- Driving Vehicles
- Taking Cover
- Attempting to Flank
- Matching human movements – crouch, jump & prone
COMBAT TOOLS
- Introduced explosive barrels and hiding bushes to give players more strategic options
- Designed and documented systems for both tools, ensuring smooth implementation with engineering and tech art teams
- Solved hiding bushes issue by adjusting foliage streaming distances for seamless gameplay
LEVEL METRICS
- Collaborated with the level design team to establish consistent world metrics
- Reworked the level design workflow to offer more review points ensuring a higher-quality bar
- Defined distances between points of interest, building sizes, and door/window dimensions for smooth navigation
- Improved map coherence and player experience by creating intuitive world layouts