September 2023 - June 2024
MechWarrior 5: Mercenaries is a single-player, sandbox PVE BattleMech simulator. As a mercenary in the Inner Sphere, players are able to take on contracts to earn in-game currency and equipment to enhance their reputation and progress through the storyline.
Designed and implemented 5 Longbow 'Mech variants and 7 Otomo 'Mech variants for DLC 5: The Dragon's Gambit. Designed and Implemented 6 LoaderKing 'Mech variants and 11 Gladiator 'Mech variants for DLC 6: Solaris Showdown. Reported to the leads of game, narrative, and level design teams to ensure 'Mech balance and quality assurance.
Implemented the DLC 'Mechs with the newest weapons and equipment to reinforce their combat specialties and give each 'Mech a unique personality. Balanced the armor and equipment distributions to ensure a healthy dose of offense, defense, mobility, and heat management — with the guidance of lead designers to faciliate rewarding combat.
Created documentation and asset spreadsheets to aid QA testing and review for DLC 'Mech loadouts and faction rarities.
The main challenge was designing loadouts that fit the narrative and campaign for the DLCs. While Dragon’s Gambit encouraged varied playstyles, Solaris Showdown focused on close-range, arena-style combat. This pushed me to redesign many DLC 6 'Mechs, ensuring they had the tools to excel in brawler-style encounters.
The solution for DLC 6 was a “close-combat first” approach. I reduced ammo capacities where needed and prioritized armor, mobility, and utility. Jump Jets and Superchargers improved speed and agility, while weapon choices favored close-to-medium range combat. For 'Mechs less suited to brawling, I added small lasers or melee weapons for better close-range viability.
Users commented on the novelty and versatility of the new 'Mechs, stating that the loadout configurations gave them the freedom to build around their desired playstyles, especially for special variants like the Otomo and the LoaderKing. A surge of very positive reviews on Steam corroborates this, with various users reporting an increase in game quality and enjoyment with the DLC additions.
Being at the forefront of design work for 'Mechs was extremely daunting, although the zeal and excitement to create fun gameplay for them was a much more prominent feeling. This was also the first time I had the honor of working very closely alongside other design leads, especially within the realm of balancing the 'Mech loadouts for weapons and equipment.
Through this, I was able to sharpen my abiilty to work in a more constructive team setting, constantly bouncing balance ideas between each other to reach the goal of a polished product. Honing my written and verbal communication skills, as well as eye for game quality were also paramount skills gained from working on the Dragon's Gambit and Solaris Showdown DLCs. Lastly, I became more adept at autonomous work, constantly setting goals to deliver quality work for weekly deliverables.