SteamWorld: Headhunter
Developer: Thunderful Games
Engine: Unity
Release date: Not set
SteamWorld Headhunter is a third person co-op shooter and the next installment in the SteamWorld franchise. Similar to previous entries it will feature a lot of style, rust, charm and quirkiness, all encapsulated in a head-popping twist.
Below you find a selection of my current responsibilities, this will become more fleshed out and detailed when it comes public knowledge.
Boss Design
One of my biggest responsibilities on Headhunter has been overseeing and creating it's bosses. Going from drafting a number of candidates on pieces of paper, detailing and designing decided upon bosses, and all the way to implementing them in-engine using visual scripting and a bit of C#.
Scripting
Upon the start of my employment, I was tasked to investigate how much we could do with Playmaker, which was the decided upon Visual language for the project. Given my discoveries we've ended up using it a lot, and I've been the go to person when it comes to both using it, and mentoring coworkers how it works, tips and tricks, as well as best practices.
Game Design
Beyond designing bosses, I've been tasked to design a number of different features, systems and mechanics for the game, including:
Game Modes
Weapon balancing
Hazards
Like with many Design oriented tasks, this has involved a lot of:
Cross-disciplinary cooperation
Documentation(Confluence and Miro)
Planning my work per sprint
And plenty of design discussions
Level and
encounter Design
Have, at points, taken on the role of level designer to:
Create and iterate upon levels for the game
From paper design to alpha state
Design and implement enemy encounters
Script and animate all sorts of events using Playmaker, Cinemachine and Unity's Animator
Representing Thunderful as a Guest tutor on Level Design at HiS(Högskolan i Skövde)