My Contribution at a Glance
- Designed Acolyte and held full ownership of the survivor feature.
- Contributed design, gameplay code, and bug fixes to Shruum, a Champion (boss).
- Delivered design work for Hunter and Scout, members of the Lynx tribe.
- Contributed design work to the Stygian elite variant and Hallowed Shrine.
- Contributed design work to Vengeful Spirit and coded Sanguine Chalice from scratch, followed by design iterations.
Description
Risk of Rain 2 is a third-person roguelike action game where players battle escalating waves of enemies, collect items, and build powerful combinations in single-player or online co-op. Hallowed Concepts expands that experience with content themed around N'kuhana and the Lynx tribe, including new survivors, enemies, environments, trials, Hexes, and Hallowed items. My work focused on survivor design and feature ownership, monster design, Champion development, an elite, an interactable, and items.
Player Reviews
Selected excerpts from positive Steam reviews. These reflect players' opinions of the game, not individual contributors.
Both survivors provide very unique gameplay, feeling like no other character to me and in a really good way. It almost felt like i was playing a different game with Enforcer and Acolyte.
I really didn't think they could top Alloyed Collective, but they did. The best dlc the game has by far, both charcters are very fun to play, ost is full of bangers, the whole design philosophy of the dlc is really clever and makes runs much more interesting. Can't recommend it enough
easily my favourite dlc this game has ever gotten, only complaint is that some more hex variety would be great.
Responsibilities
Design
- Designed Acolyte and held full ownership of the survivor feature.
- Contributed gameplay design to monsters, a Champion, an elite, an interactable, and an item.
- Iterated on Sanguine Chalice after implementing the item from scratch.
Technical
- Integrated art, visual effects, and sound effects for gameplay features.
- Contributed code and targeted bug fixes to Shruum.
- Delivered the complete initial code implementation of Sanguine Chalice.
Survivors (playable characters)
Acolyte [The Worshipper]
Overview
Acolyte is a glaive-wielding Lynx warrior who follows N'kuhana. Her kit combines close-range attacks with strikes against enemy souls, and she can unleash the Anima Harvester to overwhelm her opponents.
Development Experience
As the feature owner, I was responsible for Acolyte's design throughout development. My work centered on her gameplay and abilities, with full ownership of the survivor feature.
Key Contributions
- Designed the survivor's gameplay and abilities:
- Blade Slice (Primary Skill) - A melee attack.
- Bola Throw (Secondary Skill) - A ranged attack that knocks the target back and pulls nearby enemies toward it.
- Blade Sling (Utility Skill) - Throws the blade, then allows Acolyte to dash to it and retrieve it, damaging nearby enemies.
- Integrated animations, sound effects, and visual effects.
- Produced detailed documentation outlining mechanics, behavior, and requirements.
- Provided programming support to trigger effects, resolve bugs, and iterate on skills based on design-direction feedback.
Special Monsters
Shruum [Teleporter Boss]
Overview
Shruum is a mushroom-themed boss introduced in Hallowed Concepts, shown alongside Mini Mushrums in the expansion's reveal footage.
Development Experience
I supported Shruum's development through gameplay design, asset integration, and programming. My work included adding gameplay code and resolving bugs in the boss implementation.
Key Contributions
- Contributed gameplay design and art, VFX, and SFX integration.
- Added to or partially implemented gameplay code.
- Debugged and fixed issues in the boss implementation.
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.