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.