Bob Wu
Technical Combat Designer

Cervus Blade
April 2022 - July 2023
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Role: Combat Designer, Engineer
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Cervus Blade is a PC third-person "Soulslike" action game developed in Unreal Engine 4 as a thesis project at USC. Cervus Blade is created by a core team of 7 and is showcased at the 2023 USC Game Expo. Players will play as a swordswoman, Zara, exploring and cleansing a corrupted deer-worshipping village. We successfully released the game on Steam, receiving 20,000+ downloads and 88% positive reviews.
Summary:
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Collaborated with other designers to design, implement, and iterate on the combat system under a shared creative vision, developing a consistent and immersive combat experience.
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Designed and implemented 5+ diverse enemies using Unreal Engine's behavior tree, blueprint controller, and animation state machine to support the combat system by incentivizing unique actions from players.
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Conceptualized and created the summon system with 5 unique upgrades throughout the game and integrated it into the combat system to introduce a sense of progression in combat.
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Enhanced the combat experience and elevated the overall quality of combat interactions by implementing and tuning player animation state machine, behavior trees, camera effects, animation priorities, and visual effects.
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Prototyped enemy behaviors, mechanics, and player attacks to grasp a clearer vision of design ideas and aid iteration.
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Built 10+ tools and features including enemy spawner, interactive objects, save/load system, custom behavior tree tasks, localization, and a debugger to foster an efficient design iteration and implementation process.
Designing Enemies
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Designed and created 5 enemy types including their behavior trees, animation state machine, blueprints, and controllers.
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Designed the group behavior of melee enemies with a dynamic strafe state to allow them to react to environments and each other.​
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Designed the mage enemy to encourage good positioning from players through easily avoidable attacks that temporarily limit their spaces.
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Designed enemies to use a line-of-sight ability for more realistic behaviors.
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Designed a counter mechanic for elite enemies (applied to some other enemies) to increase the challenge and push players for a change of pace.
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Collaborated with the other designer to create the boss with specific design goals.
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Created the boss in two phases with different aggressiveness to also disrupt the pace of combat.​
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Enemy Behavior Showcase
Designing Summon System
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Designed and built the summon system to deliver a unique feature that is closely connected with the combat system.
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Identified issues based on playtest data and iterated on the summon system to solve these issues (simplified control and more rewards).
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Designed and created various types of summon upgrades and incorporated them into the game's progression.
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Light attacks summon regular melee villagers
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Counterattacks summon armed villagers specialized in pierce attacks
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Heavy attacks and the last attack of the light attack combo summon the Elite enemy with a massive horizontal sweep
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Block summons a shield to reduce stamina lost on blocking hits and increase the stun damage dealt to the attacker on a perfect block.
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Designed summon activation period (Bloodthirst State) with a clear vision that distinguishes itself from regular combat and disrupts the pace of combat to allow for a window of pure aggression.
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Built and distinguished the Bloodthirst State by modifying players' attack and hit reaction priorities, post-processing, and sword trails.




Individual Summon Showcase
Bloodthirst State Showcase
Combat Design Iterations
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Worked closely with two other designers to nail down the experience goal and pace of the game and create the combat system that consists of a light attack combo, charged attack, parry, summon ability, and dodge roll.
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We want players to feel agile, take initiative, and maintain aggressive in fast-paced combat.​
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Identified root problems in the combat system and iterated on the combat system to solve them.
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mismatched pace between players and enemies makes them want to spam light attacks only.​
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complex summon system lacks rewards and requires simplification.
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successful parry requires extreme mastery of timing the attacks, discouraging players from using it.
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Iteration 1:
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Created a stun meter with execution as a reward to incentivize players to use different actions with each dealing a different amount of stun damage.
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Allowed charge attack to transition from any light attack instead of from only the third light attack.
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Iteration 2:
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Simplified the summon system to be more connected to the rest of combat: incorporated it into the execution and changed it from an active ability to a passive ability​
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Split parry into quick parry and charged parry to give players choices in determining their pace of combat.
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Iteration 3:
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Replaced charge attack with heavy attack as charge attack is simply too slow for the pace of our combat system.​
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Replaced parry actions to block and perfect block that deals stun damage to give players a more consistent defensive ability and reduce scope.
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Implemented perfect dodge and a follow-up counterattack as the reward for successful perfect dodges.
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Separated summon activation from executions and created an individual gauge to activate the summon ability to give players more control over this system. (Details about the summon system below)
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Initial Combat System




Summon System Iteration



Third Iteration




Final Combat System Showcase
Enhancing Combat Experience
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Adjusted the character's 3Cs and animation transition times and utilized camera effects, sound effects, visual effects, and hit-stops to enhance the "juice" of combat and accurately match the pace of combat.
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Implemented corresponding hit reactions and synced animations (executions) to further enhance combat experience through enemies.
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Tuned enemies' attack anticipation frames to make their attacks telegraphical.
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Implemented visual and sound cues to counterattacks to help players distinguish them from the other regular attacks.
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Balanced the game's difficulty by tuning character upgrade curves, enemy damage/health, the number of enemies, and the types of enemies to deliver an engaging and adequately challenging experience.




Work Showcase

Boss Execution
Building Tools and Implementing Features
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Built tools such as spawners, a debugger, animation events, and various curves to support level design, enemy placement, and balancing.
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Engineered systems and features including save/load system, localization, interactable, checkpoints, bullet objects, and controller support with dynamic UI display.
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Set up different logic as anim notifies and anim notify states inside animations to work more effectively with our fast-paced action game.

Enemy Spawner Test

Anim Notify State of Camera Stretch Effect
Gallery



