Titus takes place in an ancient Rome where the Roman Emperor has bargained with dark powers become an immortal tyrant. You play as a gladiator who must earn glory by endlessly fighting in the Colosseum to appease your emperor and sate his dark gods.

Details
  • Game: Titus
  • Developer: Nexon
  • Engine: Unreal Engine 4
  • Game Mode: 32 players free for all, Team play, and 1v1 duels.
Responsibilities
  • Building and balancing weapon kits.
  • Refining the core combat loop.
  • Prototyping gameplay features and systems.
  • Worked with Animators and Engineers on feature strike teams.
Overview

Titus is an canceled 3rd person PC and Console multiplayer melee brawler built using Unreal Engine 4. Players fight against each other in fierce melee PvP combat that rewards victors with gold, gear, and other out of match progression.

I worked primarily on the combat design and supporting systems. This included the core combat loop, weapon kits, player abilities, crowd favor systems, and combat balance. I worked closely with the Animation, Engineering, Design, and Production teams on a daily basis.

My Role

During development I designed, prototyped, implemented, and balanced the majority of the weapons and attacks in Titus. I prototyped gameplay features and systems including: attacking (Standard, unblockable, and multi-hit), different types of blocking (Standard, Parry, and Shield), combat items (oil slick, throwing knives, and firebomb), and special abilities (projectile reflect, and ultimate moves). You can see many of these in the Combat Showcase video linked below.

I wrote and maintained design documents on Confluence that laid the groundwork for all weapon kits, and maintained the weapon matrix that caught outliers and made it easier to balance PVP combat.



  • Design owner for the following Weapon Kits:
    • Battle Axe
    • Spear
    • Great Hammer
    • Shield
    • Daggers
    • Hand Axe
    • Gladius
    • Unarmed
  • Owned the design and development of:
    • Grapple and Throw system
    • Weapon Throw / Impale and Removal
    • Blocking (Normal and Shield)
    • Unblockable charged attacks system
    • Multi-Hit Attack system
    • Haggard (Near death) system
    • Hit box creation and tuning
    • Hit reactions