Portfolio: Total War: Warhammer III

 

Portfolio: My work for Creative Assembly on Total War: Warhammer III as Senior Game Designer

About Total War: Warhammer III:

Official Info Page

The third game of the trilogy, bringing the Warhammer Fantasy World to the Total War turn-based grand strategy campaign, and real time tactical battle formula.

Main Features

  • The Realms of Chaos Campaign: The game’s narrative mode.
  • Immortal Empires Campaign: The game’s sandbox mode.
  • Multiplayer: up to 8 players in simultaneous turn multiplayer in campaign, and new competitive Domination battles shake up the way Total War is played.
  • 6 new Races, with two playable Legendary Lords each.
  • All owned Total War: Warhammer I and II Races, Legendary Lords, etc available in the Immortal Empires Campaign.

My Role as Senior Game Designer

I joined the Total War: Warhammer III team midway through development in order to look after the game’s battle multiplayer offering. Later in the project, especially closer to release I also was one of the designers responsible for managing the battle AI’s development.

Post-release, as the Immortal Empires update was in development, I split my time between bringing the pre-existing races up to the new standards in battles, and delivering battle balance updates in minor patches.

Detailed List of Tasks and Responsibilities

Domination multiplayer battles:

  • Took over responsibility for the mode’s gameplay and level design after initial proposals were approved.
  • Brought 5 maps up to release standards with the help of environment artists, vfx artists, audio engineers and QA.
  • Organized frequent multiplayer playtests primarily with other designers and QA, gathering, prioritizing and actioning feedback.
  • Maintained and iterated the mode’s gameplay post-release, based on community feedback.

Multiplayer suite design work:

  • Note: unfortunately this feature set was cut, due to resources being needed elsewhere.
  • Designed multiplayer client features for social and competitive players. This included server-based networking, player profiles with progression systems for each race, a chat and friend system, ranked matchmaking ranks and rewards, and more.
  • Worked closely with UI artists to turn UI wireframes into production-ready mock-ups.

Battle AI design work:

  • Towards the end of the core project, I was shifted to work on battle AI design, alongside other designers, AI programmers, and QA.
  • Evaluated existing behaviors, and identified areas where the AI needed new behaviors to accommodate the new siege and minor settlement battles.
  • Guided the AI programmers on how AI behaviors can be improved.
  • Helped prioritize requests and advised production and the lead battle designer on critical areas to focus on.
  • Pushed for the creation of designer tools to allow for greater productivity, as opposed to having to go through programmers for small tweak requests. 

Battle balancing work:

  • Post-release patches and the Immortal Empires update had me focusing on battle balancing, now part of the DLC team again.
  • Together with several designers and QA, we reviewed each race’s unit roster to bring them up to game 3’s new standards, particularly when it comes to abilities and spells, which have changed significantly on a systemic level.
  • Organized countless battle playtest sessions to gather feedback to action from.
  • As a secondary priority, I continued delivering minor balance updates in smaller patches before Immortal Empires was released.

Portfolio: Total War: WARHAMMER II

Portfolio: My work for Creative Assembly on Total War: Warhammer II as Game Designer


About Total War: Warhammer II:

Official Info Page

The second game of the trilogy, bringing the Warhammer Fantasy World to the Total War turn-based grand strategy campaign, and real time tactical battle formula.

Main Features

  • The Great Vortex Campaign: The game’s narrative mode. Play solo or with/against a friend
  • Mortal Empires Campaign: The game’s sandbox mode. Play solo or with/against a friend. Requires Total War: Warhammer
  • Multiplayer Battles: Play real time battles in matchmaking, custom games with/against friends, or with/against the AI
  • 4 new Races, with two playable Legendary Lords each. (without DLC)
  • All owned Total War: Warhammer Races, Legendary Lords, etc available in the Mortal Empires Campaign

My Role as Game Designer

Summary:

I joined the Total War: Warhammer II team during the Rise of the Tomb Kings DLC, starting work in the early production phase. Ever since, I have put great effort into becoming a generalist – a designer that can handle the majority of common tasks, while maintaining a good high level overview of the project. My most common areas of focus were:

  • Quest Battle Level Design
  • Faction Mechanics
  • Missions/Quests
  • Campaign AI
  • Diplomacy
  • Technology Trees
  • Character Skill Trees
  • Faction Implementation
  • Narrative
  • Cinematic Camera Flyovers
  • Rites

A particular highlight was the The Prophet & The Warlock Lord Pack DLC, where I was given the role of Principle Designer. This was a chance for me to get experience with aspects of leadership and project management, and also challenged my abilities in planning out an entire product. See details on this below in the “The Prophet & The Warlock – Lord Pack DLC” section.

Detailed List of Tasks and Responsibilities

Rise of the Tomb Kings – Culture Pack DLC

  • Legions of Legend Units:
    • Designed and co-implemented the Legions of Legend – unique, very powerful Regiments of Renown only accessible via the campaign, using the Tomb King crafting system.
  • Quest Battles:
    • Designed the narrative, and implemented the quest missions for Khatep and Settra.
    • Polished the quest battle maps and script leading up to release.
    • Co-ordinated with the environment art, cinematics, VFX, audio and writing departments to achieve the best results possible.
  • Learning focus:
    • The majority of my time during Tomb Kings was spent learning how each system worked – Total War tools are in-house, and so anyone new to it requires training.
  • Playtesting & Feedback:
    • Provided feedback based on single player playtesting sessions.

Tretch Craventail – Free Content Update

  • Quest Battle:
    • Designed the narrative, and implemented the quest missions for Tretch.
    • Polished the quest battle map and script leading up to release.
    • Co-ordinated with the environment art, cinematics, VFX, audio and writing departments to achieve the best results possible.
  • Playtesting & Feedback:
    • Provided feedback based on single player playtesting sessions.

The Queen & The Crone – Lord Pack DLC

  • Quest Battles:
    • Designed the narrative, and implemented the quest missions for Alarielle.
    • Designed and implemented the quest battle map for Alarielle called “Star of Avelorn”.
    • Designed the battle flow, and scripted the AI behaviors for the quest battle.
    • Co-ordinated with the environment art, cinematics, VFX, audio and writing departments to achieve the best results possible.
    • Balanced the battle difficulty based on design and QA feedback.
  • Rites:
    • Designed and implemented a new rite for both Hellebron and Alarielle.
  • Diplomacy:
    • Implemented the diplomacy lines used by Alarielle, Hellebron and the Dark Elf Sorceress.
  • Skill Trees:
    • Designed and Implemented the Skill Tree for the Handmaiden hero unit.
  • AI:
    • Implemented a few minor AI preferences for Hellebron and Alarielle.
  • Victory Conditions:
    • Designed and implemented victory conditions for Hellebron and Alarielle.
  • Playtesting & Feedback:
    • Provided feedback based on single player playtesting sessions.

Alith Anar – Free Content Update

  • Quest Battles:
    • Designed the narrative, and implemented the quest missions for Alith Anar.
    • Designed and implemented the quest battle map for Alith Anar called “The Moon Bow”.
    • Designed the battle flow, and scripted the AI behaviors for the quest battle.
    • Co-ordinated with the environment art, cinematics, VFX, audio and writing departments to achieve the best results possible.
    • Balanced the battle difficulty based on design and QA feedback.
  • Hand of the Shadow Crown:
    • Designed and implemented this new hero unit – it can assassinate any lord or hero character, but disbands itself in the process.
  • Rites:
    • Designed and implemented a new rite for Alith Anar.
  • Diplomacy:
    • Implemented the diplomacy lines used by Alith Anar.
  • AI:
    • Balanced the Alith Anar AI for his unique starting position.
    • Implemented a few minor AI preferences for Alith Anar.
  • Victory Conditions:
    • Designed and implemented victory conditions for Alith Anar.
  • Playtesting & Feedback:
    • Provided feedback based on single player playtesting sessions.

Curse of the Vampire Coast – Culture Pack DLC

  • Quest Battles:
    • Designed the narrative, and implemented the quest missions for Luthor Harkon and Count Noctilus.
    • Designed and implemented the quest battle map for Luthor Harkon and Count Noctilus called “Slann Gold” and “The Moondial”.
    • Designed the battles’ flow, and scripted the AI behaviors for the quest battles.
    • Co-ordinated with the environment art, cinematics, VFX, audio and writing departments to achieve the best results possible.
    • Balanced the battles’ difficulty based on design and QA feedback.
  • Island maps:
    • Pioneered the implementation process for the all-new Island maps (seen in my quest battle maps).
    • Supported other designers and environment artists with their Island map work.
    • Implemented the Island maps into the campaign map.
  • Opening Cinematic Flyovers:
    • Designed the narrative for the Flyover of Luthor Harkon, Noctilus and Cyclostra.
    • Implemented the Flyovers, and worked with our writers and audio department in the iteration process.
  • Starting Positions:
    • Designed and implemented all new faction starting positions
  • Rites:
    • Designed and implemented the rites for the Vampire Coast culture.
  • Diplomacy:
    • Implemented the diplomacy lines used by all Vampire Coast factions.
  • Victory Conditions:
    • Designed and implemented victory conditions for each Vampire Coast character.
  • Playtesting & Feedback:
    • Provided feedback based on single player playtesting sessions.

Lokhir Fellheart – Free Content Update

  • Starting Position:
    • Designed and implemented the new faction starting position.
  • Diplomacy:
    • Implemented the diplomacy lines used by all Lokhir Fellheart.
  • Rites:
    • Designed and implemented the rite for the Lokhir Fellheart.
  • Victory Conditions:
    • Designed and implemented victory conditions for each Vampire Coast character.
  • Playtesting & Feedback:
    • Provided feedback based on single player playtesting sessions.

The Prophet & The Warlock – Lord Pack DLC

  • Principal Designer Role:
    • During Prophet and the Warlock/Tiktaq’to, I was given a Principal role for the duration of the project’s development.
    • Established initial high level designs for the narrative, as well as faction-specific systems.
    • Helped with managing the project where required, such as gathering estimates for required tasks, overseeing the detailed designs, and ensuring that assigned bugs are distributed efficiently.
    • Organized and lead frequent design, and team-wide feedback meetings.
    • Ran an internal content blog to keep the company up to date on what we were up to.
    • Gave feedback on the creation of marketing material (e.g. trailers and posters) and various other in-game assets.
  • Quest Battles:
    • Designed the narrative, and implemented the quest missions for Ikit Claw and Lord Kroak.
    • Designed and implemented the quest battle map for Ikit Claw called “Storm Daemon” and Lord Kroak called “Temple of Lord Kroak”.
    • Designed the battles’ flow, and scripted the AI behaviors for the quest battles.
    • Co-ordinated with the environment art, cinematics, VFX, audio and writing departments to achieve the best results possible.
    • Balanced the battles’ difficulty based on design and QA feedback.
  • Sacrifices/Prophecy of Sotek:
    • Designed and co-implemented the unique mechanics of Tehenhauin.
    • Iterated on the design together with UI artists and programmers several times based on feedback from design, QA, and others.
  • Starting Positions:
    • Designed and implemented all new faction starting positions
  • Diplomacy:
    • Implemented the diplomacy lines used by Ikit Claw, Tehenhauin, Warlock Masters and Red Crested Skink Chiefs.
  • Victory Conditions:
    • Designed and implemented victory conditions for each Vampire Coast character.
  • Playtesting & Feedback:
    • Provided feedback based on single player playtesting sessions.

Tiktaq’to – Free Content Update

  • Rites:
    • Designed and implemented the rite for the Tiktaq’to.
  • Starting Position:
    • Designed and implemented the new faction starting position.
  • Diplomacy:
    • Implemented the diplomacy lines used by Tiktaq’to.
  • Playtesting & Feedback:
    • Provided feedback based on single player playtesting sessions.

The Hunter & The Beast – Lord Pack DLC 

      • Mechanic: Defense of the Great Plan:
        • Designed and took part in implementing the new faction mechanics of Nakai, collaborating with campaign code, UI art, audio and other designers:
          • Vassal faction that would receive settlements the player captures.
          • Temple mechanic that would scale with the settlement choices to give different types of rewards both passively and actively.
      • Quest Battles:
        • Designed the narrative, and implemented the quest missions for Nakai as well as the final battle from both Nakai’s and Wulfhart’s perspectives.
        • Designed and implemented the quest battle map for Nakai and Gor-Rok called “The Shield of Aeons / Golden Tributes”, and the final battle – “The Battle for Itza”.
        • Designed the battles’ flow, and scripted the AI behaviors for the Nakai/Gor-Rok quest battles and the final battle.
        • Co-ordinated with the environment art, VFX, cinematics, audio and writing departments to achieve the best results possible.
        • Balanced the battles’ difficulty based on design and QA feedback.
      • Opening Cinematic Flyovers:
        • Designed the narrative for the Flyover of Nakai quest battle.
        • Implemented the Flyovers for the Nakai and Wulfhart quest battles, and worked with our writers and audio department in the iteration process.
      • Starting Positions:
        • Implemented all new faction starting positions.
      • Rites:
        • Designed and implemented the rites for Nakai’s faction.
      • Diplomacy:
        • Implemented the diplomacy lines used by all new factions.
      • Playtesting & Feedback:
        • Provided feedback based on single player playtesting sessions.

Gor-Rok – Free Content Update 

      • Quest Battle:
        • As mentioned in the Hunter & The Beast section, Nakai and Gor-Rok share their quest battle, but play from different perspectives.
        • Designed narrative for the Shield of Aeons quest battle.
        • Implemented the Flyover for the Gor-Rok quest battle, and worked with our writers and audio department in the iteration process.
      • Starting Positions:
        • Implemented Gor-Rok’s faction starting position.
      • Diplomacy:
        • Implemented the diplomacy lines used by Gor-Rok’s faction.
      • Playtesting & Feedback:
        • Provided feedback based on single player playtesting sessions.

The Shadow & The Blade – Lord Pack DLC 

      • Quest Battles:
        • Assisted in implementing the battle flow in the quest battles and the final battle.
        • Implemented the camera flyovers in the quest battles and the final battle.
        • Balanced the battles’ difficulty based on design and QA feedback.
      • Skill Trees:
        • Designed and implemented skill trees for all new characters.
      • Starting Positions:
        • Implemented all new faction starting positions (not counting the dual start position options of Malus).
      • Playtesting & Feedback:
        • Provided feedback based on single player playtesting sessions

Repanse de Lyonesse – Free Content Update 

    • Quest Battles:
      • Assisted in implementing the battle flow in the quest battle and the final battle.
      • Implemented the camera flyovers in the quest battle and the final battle.
      • Balanced the battles’ difficulty based on design and QA feedback.
    • Starting Positions:
      • Implemented all new faction starting positions (not counting the dual start position options of Malus).
    • Skill Trees:
      • Designed and implemented skill trees for all new characters.
    • Playtesting & Feedback:
      • Provided feedback based on single player playtesting sessions

The Warden & The Paunch – Lord Pack DLC

    • Starting Positions:
      • Implemented all new faction starting positions (not counting the dual start position options of Malus).
    • Training and Documentation:
      • As I was moving to the Warhammer III team, I spent a considerable amount of time documenting our previously undocumented work flows, as well as training newer additions to the team in areas that I have previously covered.

Imrik – Free Content Update

    • Starting Positions:
      • Implemented all new faction starting positions (not counting the dual start position options of Malus).

Portfolio: Halo Wars 2

Portfolio: My work for Creative Assembly on Halo Wars 2 as Core Designer


About Halo Wars 2:

Official Info Page

Halo Wars 2 is the sequel to Ensemble Studios’ 2009 Xbox 360 RTS, Halo Wars.

Main Features

    • Campaign: 19 total missions
    • Multiplayer/Skirmish: 5 distinct total game modes
    • 2 Factions and 16 Leaders (including DLC)
    • 14 total maps across all modes

My Role as Core Designer

Summary:

Halo Wars 2 consisted of a total of 9 releases. Between these, the type of work I was doing shifted here and there, which is detailed below this section. Throughout all the projects, the areas I was working on were:

    • Skirmish AI: Designed, implemented and iterated the skirmish AI strategies. Worked with our AI programmer to define and refine the AI’s macro and micromanagement behaviors.
    • Balancing: From the point of joining, I provided detailed analysis and feedback from the perspective of a high level RTS player. In the DLC phase of development, I had increasing balancing responsibilities.
    • Campaign AI: Co-designed the campaign AI scripting framework. Trained level designers in AI scripting and provided support where needed.
    • Multiplayer Level Design: Provided map layout details and helped establish level design standards.

Detailed List of Tasks and Responsibilities

Main Game

  • Skirmish AI:
      • My primary focus until release. Worked closely in all areas with our AI programmer, Derek Fagan. The primary direction was to implement an AI that doesn’t cheat, and plays human-like.
      • Co-designed the AI scripting system’s functionalities.
      • Designed and documented AI macro and micromanagement behaviors.
      • Designed difficulty modifiers
      • Scripted 5 AI strategies for each leader in each game mode (except strongholds, which had 1 per leader).
        • Boom AI: Economy and expansion-heavy.
        • Rush AI: Train anti-building units ->destroy enemy base ASAP.
        • Map Control AI: Light pressure -> energy node control focus.
        • Turtle AI: Super defensive with early turrets. Makes late game units.
        • Fast Tech AI: Upgrades to Tier 2 -> pressure with mid-game units.
  • Campaign AI:
      • Co-designed the framework for AI scripts used in campaign.
      • Designed difficulty modifiers used for campaign AI.
      • Trained the Level Designers in AI scripting.
  • Balancing:
      • Constantly researched build orders and their interactions throughout development to report on the state of balance.
      • Handled a small amount of balancing tasks.
      • Took part in defining unit roles, such as what counters what.
      • Gave feedback on all balancing areas.
  • Multiplayer Level Design:
      • Provided detailed feedback on map layouts.
      • Helped established certain design standards, such as no extensive resource crates near expansions, 4-5 energy nodes per map

Sargeant Forge Leader DLC

    • Co-implemented the skirmish AI strategies for Forge.

Kinsano DLC

    • Co-implemented the skirmish AI strategies for Kinsano.
    • Completed minor balancing tasks.
    • Gave balancing feedback on units and leader powers based on playtesting sessions.

Colony DLC

    • Implemented the skirmish AI strategies for Colony.
    • Participated in early design iteration processes for leader powers, units, and upgrades.
    • Completed balancing tasks around the Goliath.
    • Gave balancing feedback on units and leader powers based on playtesting sessions.

Sargeant Johnson DLC

    • Implemented the skirmish AI strategies for Johnson.
    • Participated in early design iteration processes for leader powers, units, and upgrades.
    • Co-implemented the Mantis and Colossus units, as well as their unique independently turning upper body behavior.
    • Gave balancing feedback on units and leader powers based on playtesting sessions.

Icons of War DLC ( Arbiter and Jerome)

    • Implemented the skirmish AI strategies for Jerome and Arbiter.
    • Participated in early design iteration processes for leader powers, units, and upgrades.
    • Gave balancing feedback on units and leader powers based on playtesting sessions.

Operation Spearbreaker and Serina DLC

    • Implemented the skirmish AI strategies for Serina.
    • Participated in early design iteration processes for leader powers, units, and upgrades.
    • Supported the level design team in scripting the mission AIs.
    • Implemented the balance changes for the monthly patch and maintained the patch notes along with dev comments.
    • Gave balancing feedback on units and leader powers based on playtesting sessions.

Yapyap DLC

    • Implemented the skirmish AI strategies for Yapyap.
    • Participated in early design iteration processes for leader powers, units, and upgrades.
    • Co-implemented the Cannon Fodder, Heavy Grunt and Grunt Goblin units, and their upgrades. Also performed several balance passes on these.
    • Gave balancing feedback on units and leader powers based on playtesting sessions.

Awakening the Nightmare DLC (Pavium and Voridus)

    • Implemented the skirmish AI strategies for Voridus and Pavium.
    • Participated in early design iteration processes for leader powers, units, and upgrades.
    • Implemented the Wraith Invader unit, and also performed several balance passes on it.
    • Gave balancing feedback on units and leader powers based on playtesting sessions.
    • Gave feedback to the level design team on the new campaign missions based on playtesting sessions.

Portfolio: Age of Mythology:Tale of the Dragon

Portfolio: My work for Forgotten Empires on Age of Mythology: Tale of the Dragon as Lead Balance Designer

About Age of Mythology: Tale of The Dragon

Official Info Page

Tale of the Dragon is the first expansion that Age of Mythology has received in over a decade after its support ended.

Main Features

  • New Civilization: Chinese
  • New fully voiced Chinese Campaign
  • 7 new Random Maps
  • One new Unit for each Original Civilization

My Role as Lead Balance Designer

My involvement with the project has started before the product itself was approved. I took part in various brainstorming sessions and proposal reviews that would later define the nature of the project regarding content (China theme), scope (amount of missions, units, maps), staff requirements, and more.

During the production phase, I subcontracted a team of top competitive players. This Balance Team contributed tremendously to the Chinese faction designs, and helped iterate on the original factions’ balance.

I was esentially in charge of everything related to multiplayer, as well as organizing the Balance Team’s activities and tasks. This included:

  • Creating/Iterating Designs with the Balance Team and reporting to Directors
  • Implementing unit behaviors, stats
  • Iterating balance changes based on team feedback
  • Guiding the random map scripters to achieve desired map spawn types
  • Guiding the animators to get desired unit behaviours
  • Organizing Playtests
  • Reporting gameplay code bugs and prioritizing them
  • Providing campaign feedback

Examples of Implemented Designs:

Key Units

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Physician Display
PlayPlay
Scout Cavalry Display
PlayPlay
Bogsveigir
PlayPlay
War Chariot
PlayPlay
Vermillion Bird
PlayPlay
Chinese General
PlayPlay
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Counter System

The Chinese Hard Counter Units work quite differently from the norm of the game. Generally, the counter system is: Infantry>Cavalry>Archers>Infantry. Each faction usually has a hard counter unit that shares the class with what they counter – for example, the Egyptian Axeman is an Infantry unit that hard counters other Infantry.

The Chinese however utilize the following:

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Cataphract
PlayPlay
Mounted Archer
PlayPlay
Fire Lance
PlayPlay
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Chinese Economy

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One-for-all Drop Off
PlayPlay
Garden Economy
PlayPlay
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