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My contributions to the Rise of the Angry Earth included gimmick design and implementation, place of interest paper design and oversaw the implementation by the art team, and the implementation of new AI enemy types.

Scalefang Enclave

Goals 

  • ​Twist the existing settlement into an exciting multilevel area

  • Utilize gigantic mushrooms to create combat spaces and elevate the gameplay

  • Create a solo player path and a group elite area in the same POI 

Challanges

  • ​Balancing multiple pathways with a large difference in difficutly 

  • Ensuring that fun for both solo and group play

  • Keeping the vision throughout the cycle

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Tempest Custodia

Goals 

  • Revision an existing beach area into an ancient prision

  • Use strong visuals to create an intersting POI to explore

  • Have layers of AI that the player engages with

Challanges

  • Finalizing the interior looks and spacial volume

  • Working with the quest team to ensure that their needs for story beats were met

  • A timed foot race mechanic was introduced late into the development cycle and having to refactor the POI for it

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Hortus Gorgon

Goals 

  • ​Take an area that was previously just a camp and make it into an ancient maze

  • Introduce new AI types to players in interesting ways

  • Design around a central arena for a boss fight

Challanges

  • Making a maze that was easily navigable by the third person camera but have enough complexity with a small overall footprint​

  • The New AI had not been balanced yet so testing was difficult to find balance

  • Multi level approach to an maze is difficult to pull off 

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Kuroks Rest

Goals 

  • Give a facelift to an existing POI 

  • Expand the underground portions

  • Increase conveyance for players so they can successfully navigate the area 

Challanges

  • ​The open sightlines and multilevel approach caused large numbers of AI to aggro at once

  • Opening up more pathways to allow players to flow organically through the location

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I build cohesive, engaging worlds that bring the players into the games.

I strive for excellence in my work and my team.  

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©2019 by Harrison Baumann

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