TRANSFORMERS: REACTIVATE
Remote co-dev designer
4 Player
3rd-person combat game
PC/Console
~200 person team
Systems & Meta
I worked on character attributes, vertical progression, damage combos and gameplay modifiers.
As the Transformer and enemy designs progressed, there was a need to redesign several combat related systems to improve scalability, combat depth, player expression and vertical progression.
Character Attributes
My work involved redesigning the character attributes - the offensive, defensive, utility and mobility attributes for the Transformers.
Added damage and defensive type modifiers that would interact by the new damage system I designed
Designed attributes specifically to interact with the attribute modification system I designed, a major vertical progression and gameplay system.
Damage System
Redesigned the damage system to add stacking damage modifiers and effects, and support interactions between different damage types.
Damage-type stacking and outcome effects added micro-loops to fighting enemies with large health pools.
This allowed different Transformers to combo attacks together. Adding meaningful decisions to the groups character choices.
The damage-type interactions added greater ability design space for the character designers when designing character team integration and roles.
Modification System
We wanted Players to add modifiers to their Transformer and weapons to change how they worked. This system was a primary progression system in the game and a core vertical and horizontal progression feature.
This system would empower different play styles and min-maxing each Transformer for different missions.
The modification system would modify character and weapon attributes, ranging from passive stat increases to a buff system.
The buff system required establishing application triggers, stacking and overriding behavior.
Redesigned the rarity system and how we categorized modifier complexity, making sure there was meaningful vertical progression for different player-skill levels.