SQUADRON 42
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In this upcoming cinematic single-player adventure you take on the role of a rookie UEE Navy combat pilot set in the Star Citizen universe.
It is a game where the player can seamlessly transition between daring dogfights in space and exhilarating ground combat utilizing the groundbreaking tech of the StarEngine.
My contributions included, but were not limited to:
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Layouts and Environments
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Combat Design
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Puzzle Design
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Visual scripting
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Mission Scripting
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AI Scripting
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Scene and dialogue implementation
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Layouts and Environments
Squadron 42 is full of breathtaking epic environments that I got to help shape and designate for gameplay. I've learned a lot about how to design and then pitch gameplay spaces to directors of different departments and then working close with art, cinematics and VFX to make the gameplay shine.
The nature of the game having seamless transitions from first person on the ground to space flight meant that scope needed careful consideration.
Every space and detail also needed to make sense in the context of the history of the place. I worked together with the writing and narrative teams to ensure consistence of lore across the game.
Combat Design
I was a part of the FPS team which involved a lot of designing of spaces for combat and stealth as well as scripting AI logic to be react to the player in a realistic and engaging manners and give players agency in how to approach a situation. This tied in to selling the context and history of the space to make the scenarios we were unfolding believable and intriguing with layers of the story woven into each character.
This has involved working together with AI and editor tools teams to implement good looking AI and help develop our in-house scripting tools.
Mission Scripting
Making sure the player at all times knows what their immediate and long term objectives are crucial for player engagement and my job was making sure this is tight and bug free.
Puzzle Design
In Squadron 42 has a plethora of mechanics that are used to vary pacing to avoid gameplay fatigue. This provided plenty of opportunity to challenge the player to use all of their toolkit but also making sure that the problems I would present were never overwhelming. Playtesting and feedback are always paramount to make them readable and suitably challenging.
Scene Implementation
Squadron 42 is a cinematically driven experience and has a star studded cast so a lot of work is poured into making gameplay and performance capture seamless.
Playtesting and Feedback
Very rarely does a single designer have the perfect solution to a problem by themselves. And even rarer do they do so on the first try. This is why actively working together with members of the different departments working in tandem to bring Squadron 42 to players across the world is so important and such a great resource.
Learnings from Working in an International AAA-Studio
Moving to Manchester, England to work at CIG has been eye opening in so many ways. I have become a more wholistic designer, a better communicator and so much more technically savvy and I've made friends for life while tackling unprecedented challenges. I could not have asked for a warmer and more helpful and fun team to find focus together with to deliver something greater than all of us. I have great faith in the ability and persistence of the team and truly believe this will be an era defining game once it's out. I'm proud of all my and all my collaborators contributions.