Gunfire Games: Remnant 2

tl;dr

As an Associate Combat Designer on this project, I worked on a bunch of aspects of the game, including:

  • Setting up base enemies and elites, as well as contributing to minibosses.

  • Working with the player progression team to manage summons for pet classes.

  • Working with the narrative, level, and quest teams to set up NPCs and manage quest logic and its interaction with characters.

  • Collaborating with the rest of the combat design team to provide feedback on other characters and iterate on my own.

I worked on Remnant 2 for roughly 2 years, in which time I led implementation on the full suite of Dran base enemies (seen briefly in the trailer), as well as various other enemies. I got the chance to work with Gunfire’s proprietary tools including their state machine and animation tools.

Outside of my work on enemies, I had the chance to be a point of contact for senior animators regarding these tools as they revamped their pipeline. I also took over ownership of a series of AI companions for the player and got to work with the player progression team to bring those to completion.