Project Honor is a 3rd person class-based, online action RPG where you can go on adventures solo or with friends to explore the dangers of a fantasy world.
- Game: Project Honor
- Developer: Notorious Studios
- Engine: Unreal Engine 5
- Game Mode: 1-32 players
- Platforms: TBD
- Design owner for gameplay, combat systems, classes, weapons, player abilities, AI, balance, and enemy creatures.
- Worked on the crafting, loot, gear, status effect, economy, and respawn systems.
Overview
Project Honor is currently in development but it's goal is to blend the intensity of Escape from Tarkov's extraction gameplay with the class based fantasy and accessability of World of Warcraft or Dungeons and Dragons. The game is primarily a PvPvE experience where players can team up against classic fantasy monsters, or engage their fellow players in lethal PvP combat.
Each class will have unique weapons, abilities, and a class specific gameplay. By making each class different, we can support many different playstyles and attract players who enjoy different genres.
My Role
As one of two gameplay designers on the team, I touch every system and have worked on every prototype. I'm responsible for the melee combat system, ranged combat system, our caster classes, the combo system, defensive systems, and all class abilities. I'm also in charge of building all of the game's weapons, items, tools, and loot. My responsibilities also include building the AI for our enemies, balancing the game, making sure each class feels unique and distinct.
I support the Systems Designer with the creation of loot, the respawning system, and balancing the economy. We also brainstorm and prototype most aspects of the game and work well as a team.
I write and maintain design documents to help detail systems for the Engineering team and to assist with onboarding new team members. I also work closely with Engineering and Animation to build gameplay systems and turn raw animations into actions.
One of my design goals for Project Honor is to make each class play in a unique way with strengths and weaknesses that the other classes can support or exploit. I also want to reduce the complexity and steep learning curve of Tarkov without removing the intensity and fun. I aim to do this by refining the goals of Tarkov's many systems and turning them into bonuses and incentives instead of just hard game-over moments when you aren't properly prepared.
- Owned the design and development of:
- Combat Systems
- Enemy AI
- Player abilities and weapon kits
- Core classes and fantasy
- Ranged vs Melee combat
- Dodging and Blocking defensive systems
- Core gameplay
- Game balanced
- Game economy