Winter update
Christmas arrives earlier for developers, and it was worth it. The new snowball fight was a success with many players loving the game mode.
The combinations of proximity voice chat, king of the hill objective, and snow fun turns this action pact shooter into a festive dream in VR.
I worked on the proximity voice chat, game mode, and challenges that the player can complete throughout the event. Within the game mode I also
worked on the snow piles that allow you to holster up to 6 snowballs at a given time. Through thorough playtesting and rapid iteration, the other interns and I
could make many adjustments and see what fit the game mode until the polished update.
Spring mine
Gadgets are an important part of Breachers. I got to develop one of the last gadgets in the game that the enforcers can use.
An anti-flank spring mine that jumps up to the player and blows them up. Players can still destroy the spring mine before detonating by
shooting it while it is buried or flying creating a small reaction time event when triggered.
I got to work together with the design team, audio team, and art team to polish and balance the gadget. We had to look at the details
and understand what cases needed to be handled. An example is the visibility of the spring mine. What does each team see? Well, another issue was meshes blocking
the buried mine. To combat this, we introduced the humming sound of an activated spring mine so you can hear it even if you can't see it.
UI / UX
During breachers I developed many features regarding UI. From the spectator list to identify who is spectating the game, to a redesign of an
element already present in the game. I could use my digital design experience for the UI of the game and how to relay the information with gestalt principles in mind.