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Gangstar New York
Trailer & Gameplay

My Role & What I learned

Company
Gameloft

Employment Type
Full-time Remote

Time
April 2022 - August 2023
Genres
Open World, Battle Royal, Third Person Shooter,
Online PvP/PvE Multiplayer
Pitch
"It’s all about the money in the city that never sleeps. Grab your gun, jump in a competitive playground, and use the streets to your advantage to become the richest Gangstar in near-future New York, in an all-out competition for cash."
What I contributed to:
Level and Mission Design tasks:
  • Designing, Implementation and Tuning 20+ in-game events, encounters & missions
    • Bringing the Lead Designer guidelines to life by Desingin missions & encounters, implementing them using Unreal Engine's Blueprint 
    • Placing Enemies and Props in the mission/activity’s layer
    • Gathered feedback during playtests & adjusted issues
  • Overhauled 3 Tutorials to fit the new Project’s Scope
    • Played the old tutorials and checked the documentation
    • Pin-pointed deprecated content & bugs + various fixes
    • Suggested crafting new ones since the Project's evolved
  • Updating open-world areas for combat moments
    • Started from already the existing project maps
    • Communicated with colleagues to avoid overlapping
  • Design, implementation and tuning of Enemy Encounters
    • Owned the "narrative variations"
      • The issue: encounters felt too similar to each other
      • I proposed to Randomize their visuals and behaviour
      • Successfully quadruplicate the number of encounters
  • Designing, Implementing and Tuning in-game Points of Interest
    • We needed to increase the "PvP moments"
    • I introduced a tower that briefly shows players nearby 
  • Producing documentation and GDDs
    • Studies & documentation related to missions/activities
    • Proposals about Armor Systems and grenades
  • Feedback gathering and elaboration
    • Providing bug reports, and issues found during playtests
    • Fixing issues and bugs when presented of founded
  • Mentoring juniors and interns on several occasions
    • Working in the Open World, avoiding technical issues
    • Providing best practices & know-how
What I learned
  • Learning how to Script with Unreal Engine's Blueprints
  • Workflow differences between indie projects & AAA ones
  • Learn to cover only one hat and be specialized in that field
  • Clearly communicate ideas in interdisciplinary environments
  • ​Being ready to retouch & reinvent old designs, mine and not
  • Listening & learning from my colleagues and my mistakes
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