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Roles:

  • Junior Technical Level Designer on OUTRIDERS and future PCF projects

  • Level owner for Deadrock Pass and Desert Dunes in final stretch of development and in post-launch support

  • Responsible for bug fixing, level design polish, code reviews

  • Volunteer dev on official Outriders Discord

OUTRIDERS game description:

Square Enix and People Can Fly present OUTRIDERS; a 1-3 player, drop-in-drop-out co-op shooter set in an original, dark and desperate sci-fi universe.

Outriders is an RPG-Shooter with aggressive gunplay and intense action. As such, blood and gore is frequent, and core to the experience. The Outriders unique abilities are as violent as the shooting, with bloody and gruesome methods for dispatching of enemies. The world of Enoch is dark and desperate, and the characters that inhabit the world are equally so. The game has strong language, adult theme and scenes some may find distressing.

Platform:
Steam / Epic / PS4 / PS4 PRO / PS5 / X1 / X1X | XSS / XSX / Stadia / GeForce Now

Engine:
Unreal Engine 4

Language:
Unreal Blueprints / C++

Tools used:

Unreal Editor, JIRA, Confluence, P4V

Duration:

Oct 5th 2020 - Present

Team size:

300+

Current status:

  • Free demo released | Feb 25th 2021

  • Full game relesased | Apr 1st 2021

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Task Description

I resolved several hundred Jiras to improve the quality of Deadrock Pass and Desert Dunes in the months leading up to and after release. Below are some of their categories.

AI / Navigation
Adjust nav mesh, create new nav mesh, create jump links for AI, fix AI not perceiving player, fix enemies unable to reach or attack player 

Scripting / Blueprints

Fix bugs on level scripts, fix network replication issues, implement progressive storm and truck movement feature on DesertDunes, review and correct Blueprint code from team members

Gameplay

Adjust combat encounters using our custom enemy spawners and wave spawn system, change bad looking spawn locations and animations, fix certain player skills breaking in specific locations, adjust and fix covers (move/change settings/smoothen transitions), fix players reaching places they are not supposed to, fix player camera zooming incorrectly in specific locations

Quests

Fix checkpoint and progression-related bugs in several main/side quests, fix broken objective icons, fix objective marker and nav line pointing to wrong locations, change timing of VO and cutscene starts

Collision

Fix invisible collisions affecting players (floating/getting blocked/getting launched into air), change collision presets or disable collision on meshes, create or adjust custom player blocking volumes to fix issues

Cross-department

In some cases I had to communicate and take steps together with folks from other departments to get bugs squashed. This mostly included technical designers, code-gameplay, code-AI, meshing, animation, and DevQA.

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