Eximius: Seize the Frontline

EXIMIUS is a FPS/RTS hybrid that focuses on squad-based combat. The game features an intense 5v5 multiplayer experience with each team being comprising of 4 Squad Officers and one Commander.

(Credited as Joseph Zellerkraut)

(All content and trademarks are property of their respective owners)

Role : Game Designer & Programmer

Platform : PC, Steam

Tools : Unreal 4 , Custom Tools, Visual Studio

Duration : 1 year (2018- 2019)

Team Size : 10+

As a game designer for Eximius for its very early Beta phase I was responsible for helping restructure and refine the AI mechanics so they were a better reflection of intended gameplay vision where the AI could be more responsive, adaptive and helpful to players they were assigned to without being too impactful on network performance. I also worked on various parts of the FPS Player experience such as weapon behavior and movement.

AI Squad Mechanics and Behavior

I worked with the current Designer to design a clearer and cleaner design path for each kind of Unit in regards to its tactics, movement and abilities while also helping to reduce the networking load. (More units were added later, after my time with Ammobox, that I did not work on designs for but they’re likely based on the format made at the time) 

The refactor also included a more cohesive squad system where AI could change tactics based on the kind of units within their squad along with the type of the Player they might be assigned to based on the Player’s current weapon loadout and Battlesuit. This was a crucial aspect as without this kind of guidance all AI units behaved almost the same and didn’t synergize not only certain Player play styles but also other units which pigeonholed gameplay to simply more aggressive play styles and builds that either completely abandoned companion AI or used them as fodder.

By mixing all of the above with an update to better networking, real time response to surrounding Player actions, available cover, enemy data and squad communication players started to feel that they could rely on their assigned units to turn the tide of battle for them when utilized the right way.

Weapon Upgrades/Variants

I pitched and designed the idea of weapon upgrades being able to change how a weapon behaves on a fundamental level so rather just have upgrades be linear in stat boosts they could also change a weapon from a full-auto assault rifle to more of a marksman rifle by adding things like scopes, change the fire type from full-auto to a more accurate 3-round burst and then stack a choice of ammo/damage type on type of that. This would not only allow players a greater choice in preferred build customization but allow easier trade-off style balancing for each weapon as well as  create more design space for possible future content. This idea was later applied to almost all weapons in the game to some degree however I mainly contributed designs for the game’s default starting Assault Rifles SIGAR and the XM13-Combat Rifle offering the Assault/Flux, Spec Ops and Marksman upgrade packages.

Ironguard Unit

I got to help design the Ironguard unit which was one of the game’s first true Heavy infantry units capable of going toe to toe with squads of enemies and being a serious threat to players. The intent was to make a beefy unit that could be worth spending larger amounts of economy on as the Commander which would allow the Commander to have a more direct impact on the battlefield instead of leaving everything in the hands of their teammates. These units are equipped with devastating weapons, abilities and health pools that can be upgraded even further to let them scale into the late game phase and still contend with upgraded and geared out players. They’re main purpose is to be an excellent way for the Commander to rout enemies from their bunkered positions, push an offensive live forward or secure and hold a resource point. While still susceptible to EMPs like all mechanical units they can have reduced stagger time along with auto-repair features making them absolute menaces on the battlefield and well worth while their expensive cost.

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