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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:
My contribution to the project involves Game & Level Design, and Scripting, in specific:
  • Designing, Implementation and Tuning in-game activities, using Unreal Engine's Blueprint System
    • The in-game activities are really short missions that can be completed in order for an in-game reward, like cash, power-ups, and similar.
    • They are the "main dish" of the game.
    • Most of them also feature "narrative variations", minor changes each time an activity spawn that helps to avoid "samey" issues. A feature that I suggested to my leads and that was approved.
    • The Activities I was assigned to are: Kill VIP, Thugs, Collectible with Cars, Safecrate, Radar Tower, Protect from Police, Destroy Cars
      • Some were designed and implemented entirely by me, and others were "inherited" and I polished and updated them.​
  • Polishing and updating Open World Levels for combat encounters and missions.
  • Design, implementation and tuning of Enemy Encounters
  • Designing, Implementing and Tuning in-game Points of Interest
    • Physical places inside the game that works as a tool to help gather players inside an Openworld PvP environment.
    • The most important one is the "Radar Tower, which allows, upon activation to show all the players inside a radius, for a certain duration.
  • Producing documentation and GDDs, plus different studies/proposals related to missions, activities, Points of Interest, and Player Gadgets (Armor System, grenades, etc.).
  • Interdisciplinary communications and feedback
  • Mentoring juniors and interns.
What I learned
  • Programming and Scripting with Unreal Engine Blueprint System.
  • Reinforcing my hybrid skillset, both on the design and technical side.
  • How to work in a AAA environment, and how to work in a pipeline with strict deadlines.
  • Dealing with constructive feedback & critiques, plus discuss new solutions with my colleagues and leads.
  • Following the design requests of my leads, when new gameplay features were needed, from proposals and prototypes to fully implemented.
  • Countless other super-important lessons learned from my colleagues and experience.
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