concord
Short reel showcasing the work that went into the Practice Range - First player experience - PVE Targets for Concord.
Practice Range and First Player experience
I was a Systems Designer for Concord and I led a few major features as well as unreleased work for the PVE team. The PVE Team was a very small strike team in which I was responsible for a lot of the implementation and scripting on these features.
Released work
Practice Range Mode
First Player Experience Mode
PVE Target Sequence Tool/Manager
PVE Pop-up Targets
PVE Custom Sloop Cube for Character Abilities
PVE Spawnable Geo
Training was the first player experience for Concord that guides the player through 3 custom sequences between Teo, Starchild, and Haymar. We introduced the player to core gameplay fundamentals and unique character abilities.
first player experience
Scripted custom firing range with scoring system for Teo for final capstone training encounter.
Scripted all custom target encounter sequences.
Implemented custom Sequence start actor for active range sequence.
Designed Sequence Spawner tool and worked alongside Engineering to implement.
Implemented VO - Hints - Quest Objectives for all characters.
Scripted and implemented custom PVE Waypoints for locations and actors.
Practice range
Designed and implemented 8 custom sequences for persistent target spawning in free roam gym.
Designed and scripted custom PVE golden ability sloop cube for ability resets.
Implemented custom Sequence start actor for active range sequences.
Designed Sequence Spawner tool and worked alongside Engineering to implement.
Scripted custom character select for training mode for live character swapping and pet actor resets.
PVE Pop-Up targets with variable sizes, values, and resistances. Each Target also had 5 additional poses to account for various geo - terrain -positioning.
PVE Pop-up targets
Scripted custom Practice Target spawners off of base class.
Designed and scripted multiple target types (popcorn - soak - moving - teleporting)
Designed Pop-up target attributes as well as scripted and implemented them for multiple PVE modes.
Worked with Art and Levels to create custom targets to account for various character and geo styles.
Designed Sequence Spawner tool and worked alongside Engineering to implement custom target groups.