[DLC] Risk of Rain 2 - Alloyed Collective

Technical Design & Feature Ownership · Co-development with Gearbox Publishing

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Engine: Unity
Role: Technical Designer
Released: Nov 18, 2025
Platforms: PlayStation Xbox Epic Games Store Steam Nintendo Switch

My Contribution at a Glance

Description

Risk of Rain 2 is a third-person roguelike action game developed by Hopoo Games and published by Gearbox Publishing. Expanding on the original's 2D formula, it transitions into full 3D, where players explore procedurally generated alien worlds while battling escalating waves of enemies. The game emphasizes replayability through randomized loot, impactful item stacking, and a diverse roster of unique survivors with distinct abilities. It supports both single-player and online co-op, where teamwork and item synergy are essential to survival.

Responsibilities

Design

Technical

Leadership & Collaboration

Survivors (playable characters)

The Drifter [Hoarder]

Overview

The Drifter is designed as a supportive character when playing alongside other survivors. Her special skill allows her to drop helpful items and create a junk cube that teammates can use to reach higher ground. Despite her supportive nature, she's also a tough brawler. The Drifter swings her bag, stuffed with the items she gathers on her journeys, to clear any danger standing in her way.

Development Experience

As the feature owner, I led the adaptation of this character from Risk of Rain: Returns. The biggest challenge was translating her 2D abilities into the fully 3D world of Risk of Rain 2, which required re-designing most of her skill kit.

Key Contributions

Operator [Drone Tech]

Overview

Operator survives the harsh world of Risk of Rain by commanding an array of specialized drones. Each drone now features a unique skill that can only be triggered by her, giving her a versatile and tactical playstyle. She can also order her drones to lift her into the air, allowing her to glide and maintain aerial mobility, adding a distinct movement identity to her kit.

Development Experience

I initially supported the design phase and later took ownership of the feature during development. Unlike The Drifter, Operator is a brand-new character conceived by our team at Side, developed in close collaboration with Gearbox.

Key Contributions

Special Monsters

Solus Amalgamator [Teleporter Boss]

Overview

Solus Amalgamator is a teleporter boss formed from an assembly of Solus units fused into a single entity, illustrating how the Collective's once single-purpose mining robots have evolved into unpredictable and dangerous adversaries. Conceived as an experimental prototype, the Amalgamator represents a failed attempt at adaptation, where forced integration replaced coordination, resulting in a powerful but unstable construct driven more by survival and malfunction than by its original directive.

Development Experience

This one is my child. I supervised and supported the integration of this boss throughout development. The original concept was created by Lead Designer David Blosser, and from that foundation I expanded the design to give the creature a stronger identity, clearer gameplay purpose, and more distinctive abilities. A key part of my role involved close collaboration with the art, VFX, and animation teams to define its silhouette, movement language, attack readability, and overall presentation.

Unlike much of the content later handed off to Gearbox, the Solus Amalgamator shipped exactly as we built it.

Key Contributions

SPEX [Hidden Realm Keeper]

Overview

SPEX is the enigmatic keeper of the Hidden Realm: Computational Exchange. Surrounded by cryptic energy and ancient secrets, it remains largely passive, unless disturbed. Push it too far, and SPEX will shut you out. But if you manage to discover the mysterious object it seeks, it will open the path to a new adventure.

Development Experience

Unlike most monsters, SPEX has no abilities or combat actions. Development instead centered on integrating its art, VFX, and SFX to convey presence, mystery, and personality through atmosphere alone. I also proposed a hidden interaction inspired by the Shopkeeper from the base game, giving the DLC a touch of its own identity. I won't spoil it here, but I strongly recommend bothering SPEX to see what happens.

Key Contributions

Monsters

For the monsters listed below, I handled the integration of visual and audio assets, including art, animations, VFX, and SFX. I designed and tuned their gameplay by defining stats, AI behaviors, and abilities, served as feature owner throughout development, and contributed gameplay code to their final implementation.


Solus Extractor Solus Invalidator Solus Prospector Solus Transporter Solus Mine

Drones (Ally Minions)

I integrated the art, animations, VFX, and SFX for all drones in the DLC, and was responsible for balancing their stats, AI behaviors, and abilities. I acted as feature owner and contributed to the coding of their implementation.


Barrier Drone Bombardment Drone Cleanup Drone Freeze Drone Jailer Drone Junk Drone Transport Drone
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Contact

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