AAA Action Adventure Title
During my time at studio GOBO we worked on a brand new AAA IP directly embedded within the client’s team. Even though the project has technically been announced most of the details are under NDA until the full release of the game.
While I cannot disclose any specifics in relation to the exact content, I can reveal that our team was leading the core combat experience. Everything from Enemy Design and AI behaviours to Weapons and Player Abilities.
Key responsibilities in specific were to:
Help lead the design the various enemies in the game based on client direction and implement their various behaviours via behaviour trees while closely working with other disciplines in support of the final goal.
Design the various player abilities and lead dedicated feature teams all the way from prototyping to finalised versions of the ability while coordinating with other feature adjacent teams.
Help Level Designers design encounters and advise on level layouts and general best practices in order to get the best results for the various enemy types and improve the overall combat experience.