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Star Citizen - Cloud Imperium Games

About The Project

An MMO in a huge open-universe around combat, exploration, and trading


 Role: Game Designer level II


I currently work within the Vehicle Experience Team, shaping and expanding the ins and outs of how players interact with and explore the universe of Star Citizen.

We treat vehicles as an extension of the character, and at a top level establish archetypes for groups of vehicles that are then given unique personalities in gameplay style and usage to allow players to play and represent themselves.



Some accomplishments and exciting elements of this role:

 

  • Recently with guidance from directors and other departments I've been part of the redefining and execution of an entirely new and more approachable combat and traversal system for vehicle gameplay called Master Modes (promotional video embedded above). This has involved examining all vehicles in game going back several years and bringing them up to the new Master Mode system before establishing a strong identity for each vehicle old and new.


  • Brought forth playable and believable vehicles from early production to release through iterative development and feedback processes.


  • I've recently been on an episode of Inside Star Citizen, one of the promotional videos that cover the development of Star Citizen and explain to the community what we're working on and why we're so excited for them.


  • I regularly engage with the excellent Community Experience team to take on board feedback and metrics to see how features and content can be better improved or adjusted in this live game.


  • Whenever I get the chance, I'm on the forums talking with the community and giving an insight into development and what we're working on whilst making sure the player base know that we're listening and care about the experience.


  • I was given the opportunity to do a full drop-ship rework for the existing drop-ships in game. These unique vehicles bridge the gap between space and planetary flight whilst needing unique traits and perks to endure hostile zones and punishing terrain changes, which I'm incredibly proud of updating and shaping.




Star Citizen artwork and collaborated features and content

Atomfall - Rebellion Developments

About The Project

A uniquely British post-apocalyptic survival action game.


 Role: Game Designer (Combat, AI, systems)


I joined the team in early 2022 at the start of a major project redirection that provided a brilliant opportunity to work with an experienced group in both pre-production and live development. 


In the leadup to release, some details are still subject to NDA


 

  • Expanded on and co-developed character archetypes and profiles to establish a strong visual and gameplay identify.


  • Worked alongside core vision-holders to help shape the project according to the core pillars.


  • Concepted major elements that I was able to iterate on and lead feature teams on to bring these designs to life on the project.


  • Concepted and brought to life engaging RPG and survival features.


  • Worked with custom in-house tools to help shape the AI and world of the project.




Find out more

Age of Wonders: Planetfall, Star Kings Expansion

About The Project

" It is time to bring together the disparate factions and unite the shattered Star Union in peace once and for all. Suit up as the noble Paladins of the new Oathbound faction, piloting giant mechs with massive arc weapons who have taken up the sacred charge of unifying the galaxy and saving all of mankind. The future of the Star Union is in your hands! "


 Role: Game Design Intern 


This expansion allowed me to really get stuck in with designing an enemy faction and their themed rewards. As this new faction are unable to communicate, the narrative context had to be fleshed out through their unique abilities and visuals.


Working with such a creative and open team allowed me to get involved in multiple areas, so here are a few highlights of what I did on this expansion


 

  • Designed and implemented new enemy faction: The Mycelians.


  • Concepted and implemented unique character equipment and weapon rewards.


  • Conceived and wrote a side-mission for the expansion campaign in collaboration with the narrative design team.


  • Communicated with the game community through writing a developer blog on new features.




Find out more

Age of Wonders: Planetfall, Revelations Expansion

Additional Information

 " Revelations sets in motion the return of the entombed Es’Teq dynasty, whose Heritor descendants aim to use ancient technology and reincarnate billions of followers across the galaxy, establishing divine rule. The Heritor wield strong Entropy weapons that are effective against machines and can awaken ancient Es'Teq minds. Claim ancient secrets or succumb to their power in a new campaign with tactical combat and in-depth empire building. "

Role: Game Design Intern 


As my first project at Triumph Studios, this expansion allowed me to get to grips with content balancing and understand the proprietary systems that were used.


During this initial learning and onboarding process I was working closely with the QA team and assisting in bug tracking and fixes, this helped me develop a solid understanding of the relationship between design and QA in a studio environment.


Here are some of the highlights of my work on this expansion

 

  • Wrote location and landmark names for new map content


  • Implemented existing designs into the game with the Creator Engine


  • Assisted in bug tracking and fixes

 

Find out more

Age of Wonders: Planetfall, Invasions Expansion

Additional Information

 "  In the stardust and disunity of the collapsed Star Union, an insidious new race of conquerors has come to lay claim to the galaxy. Deploy and destroy as the merciless Shakarn, a vicious race of conniving lizardmen with holographic disguises ready to deceive, disrupt and disintegrate the last strongholds of human might. Utilize light and sound trickery to sabotage and scatter your foes from the inside out, overwhelm them with brutish alien force, or form the most unlikely of alliances: the choice is yours. "

Role: Game Design Intern


During this project I was given the chance to explore faction personalities through their quest dialogue and diplomacy options, giving weight and meaning to new and existing communications.


This was also the first project where I created hero equipment themed around the new factions in this expansion. From the transforming Genetic Destabiliser, to the Assassin's combination weapons, these items were great fun to develop and learn from.


Here are some of the highlights of my work on this expansion
 

  • Wrote diplomacy text for new and existing factions 


  • Designed and implemented hero weapons and equipment


  • Assisted in early concepting for the new Invasions game-mode  

 

Find out more

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