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Tiny Tina's Wonderlands

Engine: Unreal Engine 4

Genre: First-Person Shooter, Action RPG, Multiplayer

Platforms: PC, PlayStation 5, Xbox Series X|S

Release: March 25, 2022

Mission Designer

  • Pitched, designed, and built the main mission "Hard Day's Knight" on a strike team with a 2-month development cycle

  • Developed four side missions from blockout through release with a focus on polished real-time scripted events

  • Responsible for gameplay scripting, combat encounters, interactive objects, NPC choreography, and VO implementation

  • Mentored junior designers and new hires on best practices for developing for an established franchise

RESPONSIBILITIES

Main: Hard Day's Knight

Hard Day's Knight was a main mission pitched at the tail end of development. The team had two months to develop a mission and a new map for the early game (hour 2) with severe constraints on new art, characters, and voiceover with the goals of introducing important key characters, plot concepts, and the Mimic enemy type, as well as lay more narrative foundation for key themes to be explored later.

 

I wrote the original mission pitch to make the most use of finished assets and pre-recorded VO. I was responsible for the mission's gameplay and scripted events, as well as integrating this mission seamlessly with the rest of the campaign.

Source: YouTube, IGN Guides

Side Missions

While I pitched several missions at the very start of Tiny Tina's Wonderlands such as Cash 4 Teeth, the bulk of my work was landing side missions that were already blockout complete. From alpha through release I was responsible for each mission's gameplay scripting such as mission objectives and combat encounters, NPC choreography, interactive objects, and voiceover implementation. Compared to past projects, Wonderlands missions placed a greater focus on paired animations and scripted sequences.

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Source: YouTube, BORDERLANDS GAMES

Source: YouTube, BORDERLANDS GAMES

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