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:
Unannounced post-apocalyptic survival action title originally set to release in late 2023, currently on hold.
Role: Game Designer
I joined the team in early 2022 at the start of project redirection that provided a brilliant opportunity to work with an experienced group in both pre-production and live development.
Whilst details are still under NDA, I can share a few bits and pieces
" 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
" 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
" 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
Role: Independent Project
Temple Trials was a tribute to the classic puzzle games I grew up with, combining challenging mechanics with atmospheric environments and perilous threats.
Developed in Unreal Engine 4 over several months, I designed and built this using Infinity Blade assets from Epic Games.
The resulting game was a multi-stage first person puzzle game with diverse challenges and environments for a 10-15 minute experience.
Role: Mod Author
In a game set in the ruins of Boston, people need a place to unwind without worrying about radiation or questionable food.
The University Point Diner is a (relatively) clean restaurant where you can go to enjoy freshly cooked food that has been grown in the high-tech hydroponics area in the back room.
As mod author for this project, I modified an existing derelict interior vanilla cell using the Bethesda Creation Kit, dressed the environment with appropriate lootable props, and added lighting and particle effects.
Project Features:
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