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Currently Available Exodus Gameplay Footage

EXODUS 

COMBAT ENCOUNTERS LEAD

Serving as ambassador to the Gameplay Lead and Director's vision, I drove combat encounters both on a systemic and design level for Archetype Entertainment's Exodus. I worked in lockstep with the AI, Player, and Level Design leads to organize, manage, and coordinate the cadence of combat encounters both on the micro and macro scale throughout the game. From consistent, easy-to-follow documentation for encounter guidelines and setup to individual arena design and encounter tuning to mission cadence to overall act rollout and focus, I served as a key stakeholder for combat in Exodus.

As a Lead, I mentored and provided review and feedback sessions for designers across multiple teams and countries. I established with Directors and management a review cadence and process that pushed each fight to reach their potential while still generating enough room for individual contributors to feel ownership over their work. I maintained guidelines and expectations, and conveyed institutional knowledge about what a "good" encounter looks like. This involved building multiple example "best practices" encounter spaces, as well as providing feedback and support for key marquee spaces within the game.

Throughout development, I served as the product owner for all encounter tools, gameplay objects, and APIs. For each of these elements, I brought them from prototype ideation to shippable quality and functionality, guided by a rigorous review process that involved many tough decisions and led us to a refined product that we are all very proud of.

As an individual contributor, I drove from ideation to completion a late-game challenge content area. This involved narrative implementation, ludonarrative consonance with highly story-important combat moments, pushing our combat system, and exploring the limits of what is possible for both the player and our AI.

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© 2018 Robert J Rappoport

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