Trailer & Gameplay
Homeworld 3 Game Trailer
Name: Homeworld 3
Type: Single Player, Co-Op Real Time Strategy
Tool: Unreal Engine 4, Google Docs Suite, Unity, Blackbird Interactive propietary tools
Platforms: PC, PS5, XBOX Series X/S
Check it out:
Game Designer, Campaign Designer
Responsible for the complete design, content and scripting from beginning to end for multiple missions along with the key starting and final missions of the game while also designing for several other aspects of the game:
Working within constraints imposed by the project, publisher requirements and CEO's unique perspective due to have having led the previous 2 games
Level design and set dressing for each level in UE4, establishing multiple player paths and enemy routes, truly exploring the strategic possibilities of 3D space
Encounter design, mission pacing, fleet adjustments and tuning
Responsible for multiple passes on a mission from an initial 'golden' path to iterative passes improving on level design, visuals, challenge, flow, attenuation to narrative beats and balance
Difficulty tuning and balance
Narrative and dialogue for in-mission narrative beats
In-mission Cinematics through sequencer, both as narrative tools as well as gameplay informative pieces to guide the player to objectives
Executed on vision and aligned with the Lead designer on economic and KPI goals as well
Implemented improvements driven by consistent playtesting 'as the player' alongside external playtests
Contributed to and helped develop new features for the game.
Drove multiple improvements to the team's processes to help facilitate improved work speed and better quality/delivery
Tactical, beautiful, and wholly unique, the GOTY-winning sci-fi RTS returns with Homeworld 3. Assume control and battle through fleet combat in dazzling, fully 3D space while the award-winning story unfolds on a galactic scale.
100 years ago, Karan S'Jet unlocked a vast and ancient hyperspace gate network that opened up the entire galaxy to trade and exploration. A golden age for her people began. But a darkness known as the anomaly began to spread, swallowing gates and planets alike. With her people's hard-won peace and prosperity threatened, Karan led a fleet into Anomaly space to search for answers. She never returned. Now Imogen S'Jet, Karan's successor, is the only one who holds the key to unlocking the mystery threatening the galaxy's future.
It's incredibly exciting working on a popular AAA IP, especially when it's one that I've been a fan of since I was a kid. I've been involved in the project from the beginning through now to release coming up very soon. It's been a long, challenging journey, but one filled with learnings and triumphs.
Being responsible for several missions in the game, I was able to affect different kinds of mission flows, from the initial tutorial, with new unit introductions and the workings of the world and mechanics to the players, through to more challenging, unique and bespoke beats that presented different ways of tackling the same scenario.
This allowed me to develop a broad understanding of the workings of the game, the engine and also on a design level, better understand how pacing and challenge are developed and designed for, all within the constraints of working through the in-between stages of development when not everything is complete or in it's final form.
Bringing it together, I am in constant contact with all the other teams from Art, to Animation and Programming and UI which allows bring my visions and ideas to life through constant communication and managing design, time and budget constraints along with company and team goals with the Lead Designers.