
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