Role: Game Designer & Product Owner of the Character, Control and Camera + UI Team
Developed by: Tequila Works

The Project: 3rd person Adventure Game

Duration: 2 years
Release date: Unannounced project
Platforms: PC/Consoles

Technology: Unreal Engine, Perforce

My Contributions

  • I was in charge of designing a secondary navigation system, which included new traversal options for the player to use. I was involved in the process since the beginning, contributing to conceptualization, prototyping and features development until they met the required quality standards.
  • This secondary navigation system included a highly systemic mode, which used forces and inertia for a more compelling and natural experience.
  • I also was involved in the character’s main navigation and actions, which I helped to document and develop.
  • There were secondary transversal mechanics that wanted to achieve a specific experience. As part of the player team, I helped bringing up design solutions and developing these features.
  • Eventually I was promoted to Product Owner of the Character, Control and Camera + UI Scrum Team. This new role included design tasks, as well as tracking the team’s process and helping the scrum master estimate the progress and assign tasks for each milestone.
  • I also helped creating some environmental assets that empowered the player’s moveset by having unique mechanic behaviors.
  • I designed, balanced and documented some specific behaviors for the camera system. 
  • As Product Owner, I was also in charge of managing camera behavior requests and supervising them.
  • Some of the behaviors I worked on include combat cameras and navigation cameras.
  • Camera parameter balancing for achieving the desired experience and avoiding dizzyness.
  • I documented and designed some crucial elements of one of the main game systems, which affected the whole game and needed to be perfectly understood.
  • I designed a collision-detection and response system for the secondary navigation, which included complex obstacle detection and anticipation behaviors.
  • As Product Owner in charge of the UI, I supervised the work developed by UI artists and designers. I always had the accessibility in mind, making sure all the elements in the game supported it.
  • UI Design of some features and core aspects of the game.