CITY THAT NEVER SLEEPS

ASSOCIATE DESIGNER

OVERVIEW
Timeline:
August 2018 – December 2018

Responsibilities:
Walter Hardy Collectible Quest
Screwball Challenges

WALTER HARDY COLLECTIBLES

A series of stolen paintings hidden around the city by the original Black Cat, Walter Hardy. This quest in the first DLC, The Heist, brings players to several districts of Manhattan in search of these long lost works of art. As the player finds more of these paintings, they also learn more about who Walter Hardy really was.

DISCOVERY MECHANIC
Worked with env team to make breakable versions of mundane props
Setup web-yank interactions to reveal painting
Scripted a radar to appear on the HUD when player is within range
Added varying level of difficulty for finding each painting

OPEN-WORLD PLACEMENT
Identified several non-conspicuous but interesting locations
Narrowed down the options based on proximity to GP content
Scripted surprise events & additional obstacles for some instances
Documented each interaction & location for all the paintings

QUEST PROGRESSION
Worked with story team to determine how to unfold the narrative
Scripted the dialog that played after finding each of the paintings
Created a short GP mission that introduces the player to this collectible
Collaborated with animators to create the wrap-up sequence

This trailer for The Heist briefly shows off a few Walter Hardy collectibles, as well as the Screwball Challenges I describe below

SCREWBALL CHALLENGES

Optional content that tests the player’s skills in combat, stealth, traversal, and situational awareness. These challenges, hosted by the infamous live-streaming villain, Screwball, are a part of all three DLCs in the City That Never Sleeps series.

CHALLENGE DEVELOPMENT
Brainstormed and prototyped several new challenge types
Narrowed down prototypes based on feedback and scope concerns
Developed a plan for the challenge types included with each DLC
Implemented 5 challenges per DLC
Created 4 additional missions that coincided with the challenges

PHOTOBOMB MECHANIC
Designed a unique mechanic specific to these challenges
Used dynamic lighting & cameras to contextualize photobombs
Collaborated with leads to rapidly iterate on the photobomb mechanic
Balanced point rewards for completing photobombs
Developed the photobomb prefab to work with all challenge types

NARRATIVE ARC
Identified a host character for the challenges that fit within scope
Used established fiction to match Screwball with the prisoner faction
Worked with the story team to develop a narrative arc across 3 DLCs

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s