Lead Dungeon Designer & NPC Combat Designer
Bless Unleashed- a MMORPG for XBOX, PS4 & PC made by Round8
Bless Unleashed is an MMORPG for XBOX, PS4 & PC, developed by Round8 Studio.
Position
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Lead Dungeon Designer
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Lead NPC Combat Designer
Major Tasks
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Planned and managed schedules for a team of 5 designers.
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Built and managed the pipeline for content design and implementation.
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Supervised the design and implementation of dungeons and monsters.
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Gave direction on encounter, level, combat and system design.
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Suggested practical ways to visually deliver design concepts.
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Reviewed and gave feedback on implementation methods.
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Tested, reviewed and gave feedback on the outcome for tweaking.
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Organized test sessions and managed the detailed balancing.
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Managed quality assurance issues.
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Educated the new designers.
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Workflow and team vs team communication methods.
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Data and asset structure.
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Tool utilization and implementation methods.
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Debugging and solving issues.
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Create blueprints, macros and scripts to enhance the production efficiency.
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Evaluated and gave feedback on the team member's performance.
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Designed and expanded systems for dungeons and NPC combat, and tools.
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Functions and triggers for AI
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Functions for scripting (using lua)
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Functions and data structure for skills, traps and projectiles
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Responsible for dungeon optimization.
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Managed asset usage.
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Supervised memory usage and pre-loading
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Managed draw distance and server grid size.
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Major Achievements
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Participated as main designer in the optimization process.
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Established and implemented rules for optimization of design assets.
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Established rules for chunk management.
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Redesigned the AI tool.
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Redesigned the layout and filter system to enhance usability.
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Designed the blackboard system.
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Added and redesigned over 50% of the triggers and functions.
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Redesigned the skill system while preserving over 18,000 existing skills.
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Redesigned the data structure, split the skill settings and hit settings into separate systems.
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Enabled multi hit skills, allowing different timing, area of effect, damage and functions for each hit.
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Added multi conditional skill canceling.
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Added condition based skill linking. (allows skills to chain based on conditions without being called by AI)
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Designed and implemented multiple dungeons.
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2 arenas (out of 14) for 2 players (single boss encounter)
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2 lairs for (out of 10) for 5 players (single boss encounter)
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5 dungeons (out of 10) for 5 players (classic dungeons with 3 bosses and traps and minions)
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1 abyssal dungeon (out of 8) for 5 players(elite version of normal dungeons, with additional mechanics)
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1 tutorial dungeon for 1 player (the openning dream dungeon)
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Directed, designed and implemented the PAX DEMO.
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Won 2 awards and got nominated for best of show award.
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Supervised and directed the design and implementation of dungeons and field monsters.
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8 arenas, 6 lairs, 4 dungeons
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8 world bosses and over 40 elite monsters
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