武靖凯
Technical Combat Designer

迷宫迷失
2022年7月 - 2022年11月
迷宫迷失为一款使用虚幻5引擎制作的PC平台3D第一人称步行模拟游戏,该游戏同时作为腾讯游戏策划公开课的比赛作品。玩家将在游戏中作为一位患有艾兹海默的病人在一段魔幻的时间旅行中找回自己丢失的记忆,并在最终与自己完成和解。
职位: 策划、主程、技术美术
Summary:
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Worked collaboratively to create and tune second-to-second gameplay experiences utilizing level design, enemy levels, loots, and POIs.
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Designed and implemented 50+ open world combat encounters while collaborating with artists to iterate on level designs to support the delivery of engaging experiences that epitomized unique visions for individual areas.
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Designed, prototyped, and implemented 15+ enemy types and weapons using Unity's Behavior Designer and existing tools and seamlessly integrated them into the open world to enhance the combat experience with unique content.
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Balanced weapons and enemies and optimized workflow by organizing data into spreadsheets and documenting design processes and statuses, boosting efficiency across the team.
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Collaborated cross-functionally to iterate on combat systems and combat encounters based on feedback and playtest observation, delivering polished gameplay elements that support the experience.
搭建功能与工具
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Designed and implemented combat encounters for the open world to enhance the sense of progression and create a distinction between relaxing daytime and scary nighttime.
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Iterated on an open-world difficulty heatmap based on playtest data to balance difficulties.
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Designed and set up encounters in the Swamp to deliver a scary experience that introduces and challenges players' stealth abilities.
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Designed and set up encounters in the Trenches and Kazai Castle to create the epic experience of sieging the final stronghold of the boss with a focus on the constant yet balanced flood of enemies during the siege.
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Designed and set up encounters in the Winery as a stealth challenge that requires precise movement from players.
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Iterated on combat encounters and replaced combat spawners with other content to control and polish the pace of combat.
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Collaborated closely with artists on iterating level layouts and created specific enemies and weapons to support the encounters

Marked specific enemy types in each area as well as safe areas in the world.



Marked specific enemy types in each area as well as safe areas in the world.
Open World Spawner Map
The Swamp




Encounter Layout Iterations
Swamp Full Walkthrough (With Cheats)
The Trenches



Encounter Layout Iterations
Trenches Walkthrough (With Cheats)
Kazai Castle



Encounter Layout Iterations
Kazai Castle Walkthrough (With Cheats)
The Winery
制作视觉效果
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Created enemies and elite enemies with unique behavior, gameplay mechanics, or visuals to fill players' combat progression with unique content and prevent repetition.
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Implemented enemies' behavior trees using Unity's Behavior Designer and other gameplay features using existing tools.
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Created new weapons with unique effects, move-sets, and visuals to make their wielder unique, creating incentives for players to defeat and loot.

A Boss from the Outlaw faction in the Trenches wielding a Claymore weapon. Upon killing him, the Totem on his back drops and becomes available for players to fast travel.

A Boss from the Outlaw faction in the Canyon. He is unique in narrative, being a manic that hunts down the samurais. He carries a variant of the laser katana players can obtain through killing the samurais.

Leyasoon's last general that got converted into a puppet by the cultists. The arrow on his back resembles the history of his scars as the puppet. He wields a corrupted sword I created with a unique move-set not found anywhere else in the game.

A Boss from the Outlaw faction in the Trenches wielding a Claymore weapon. Upon killing him, the Totem on his back drops and becomes available for players to fast travel.
Enemy Types and Behaviors
搭建功能与工具
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Iterated on enemy and weapon stats and solved related design problems in innovative ways that prioritized minimal scope.
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Modified Leyasoon's (Boss) behavior tree, tweaked his attack moves, and locked specific attacks to the second phase to balance the boss fight to achieve a fun yet challenging experience.
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Iterated on the combat system and solved related design problems to create a more polished and immersive combat experience.
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Recorded enemies and weapons into spreadsheets and categorized them into levels to support internal referencing.
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Created balancing rules and notes for both enemies and weapons for more efficient collaboration.
Leyasoon Boss Fight - Before
Leyasoon Boss Fight - After



Enemy and Weapon Balancing Sheet
制作视觉效果
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Worked closely with artists to design, set-dress, and implement outposts into the open world.
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Set up enemy spawners inside each outpost with varying difficulties depending on the location and size of the outpost.
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Drafted spreadsheets for documenting outposts to foster a more efficient collaboration process.



