Project Octavia was an ambitious Arena Stealth Extraction project from a third-person perspective. It combined Stealth-Action with special Operators that had unique abilities, strengths, and weaknesses. Players fought against each other, and also against an environment filled with various NPCs that treated all players as hostile. Various tools and gadgets narratively aligned towards the Spy genre were available to help players obtain advantage over hostile NPCs, environmental hazards, and other players.
The game has not been released, and is still in active development.
Subject: NPC archetypes, behaviors, and implementation.
Task: My primary role was to create NPCs that would serve as the primary element of environmental resistance to the player. In my time, I created a standard soldier, a sniper, and a heavy tank, each with distinct behavior trees, weapons, and aggression profiles, creating a dynamic and resistive environment that encouraged players to embrace stealth gameplay.
Task: My primary role was to create NPCs that would serve as the primary element of environmental resistance to the player. In my time, I created a standard soldier, a sniper, and a heavy tank, each with distinct behavior trees, weapons, and aggression profiles, creating a dynamic and resistive environment that encouraged players to embrace stealth gameplay.
Subject: Weapon & Gear development
Task: Develop alternate-history weapons and tools for players to use, themed around the "Spy" genre of odd-ball gadgets and subterfuge. Facilitating the design needs for combat and player empowerment in the Spy genre was a fun and interesting challenge that encouraged me to think about the stealth-sandbox interactions.
Task: Develop alternate-history weapons and tools for players to use, themed around the "Spy" genre of odd-ball gadgets and subterfuge. Facilitating the design needs for combat and player empowerment in the Spy genre was a fun and interesting challenge that encouraged me to think about the stealth-sandbox interactions.
Subject: Gamepad control designs
Task: I was tasked with designing the control scheme for gamepad, and tuning aim-assist functionality.
Task: I was tasked with designing the control scheme for gamepad, and tuning aim-assist functionality.