Invincible: Doc Seismic Attacks is a Story-drivenThird Person ShooterCo-op experience made for Fortnite using Unreal for Fortnite (UEFN) and set in Skybound's Invincible universe.
You play as the Invincible universe's elite GDA Agents as a party of up to six players. Players interact with Invincible and other key characters from the IP and are able to choose between multiple classes and a variety of weapons from Fortnite past and present. Additionally, unique paths in the game’s second act offer up further variety and reward dedicated players.
The game was very well received and Epic Games, the creators of UEFN, were baffled over what we were able to create.
CONTRIBUTIONS
Leadership
I was responsible for coordinating the entirety of the Sweden team's efforts in UEFN with regards to the objectives set by the US Lead and Project Manager. This entailed:
Tracking the entire team's progress and removing blockers. I.e, daily monitoring of active tasks, individual workload and communication depending on the situation - whether that meant having them delegate tasks based on priority or conversing about tasks that were taking too long - all with respect to time left for the given delivery.
Keeping myself well versed into not only the intended design, but also the engine and its limitations to provide accurate guidance and support to the entire workforce. I facilitated regular meetings, for instance providing a daily briefing session to the team compiling all relevant news, highlighting or reminding of any expected changes in the team's SOP.
I provided a line of communication with the US PM for the Sweden team, seeking out important questions raised regarding the projects and either answered them personally or forwarded them to the relevant person.
I provided dedicated input points for the team, enhancing the game and heightening overall morale. This especially came through in my Cinematic Review initiative, consisting of a series of meetings each week with the goal to amplify the client's most favored aspect - cinematics. This concept was also in response to Art leadership being preoccupied and not being able to come up with enough tasks for elements like the VFX and SFX teams, and so a crowdsourcing method was appropriate.
I also played a big role in navigating the team through the many UEFN technical difficulties we would encounter, whether it was buggy memory issues, persistent saving issues, platform performance etc..
Design
I performed many general design duties - UX, System Design, Level Design, Balancing and other related disciplines based on need. Some concrete examples would be:
Owning and iterating on the balancing of enemies based on player count, researching and creating Desmos graph visualizations and documents in order to accurately portray and inform my decisions.
I owned, conceptualized and iterated on the weapon selection for each class, as well as their statistical characteristics.
I spearheaded the design of the game's loot system, widely considered to be one of our most fun and interesting features.
I played a large part in reconstructing the map layout at pivotal points and performed a good amount of the level changes myself.
I partook greatly in the UI discussions regarding HUD element placement and was by far the most effectful actor on executing on the decided UI positioning.
As a Lead I had the privilege of partaking in practically every part of the game's design by virtue of my syncing and feedback with the other designers.
Tech
I performed a great deal of systems programming using UEFN's Verse scripting language, which essentially is a combination of TypeScript, C++ and Python:
I played a large role in making sure the project's larger systems were functioning correctly, making any necessary changes myself. Optimizing for specific performance issues on Nintendo Switch, investigating breakages in our core systems (load order, XP, health, objectives, encounter chaining - you name it, I've likely fixed it myself or had a hand in doing the fix at some point).
I was one of the project's main UI tech personell. In UEFN, UI is 99% code, which required extensive programming knowledge and skill. Among other aspects, I was in charge of setting up the dedicated secondary UI system, maintaining and to a great extent owning the Score UI, handling UI positioning and setting up a bleeding edge animating UI feedback system.
I worked on tasks big and small and was well known to "get stuff done". Assertions of potential overwork aside, I managed to implement requested and appreciated changes at a very fast pace.