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SNIPER ELITE 5

GAMEPLAY & SYSTEMS DESIGNER

DETAILS

 

Engine - Asura (Rebellion)
Team size - 150 developers

Platform - PC, Xbox, and PlayStation

Release date - 2019
Time worked on project - Two years

Stages - Pre-production to Post-release

GAME DESCRIPTION

The latest instalment in the award-winning series, Sniper Elite 5 offers unparalleled sniping, tactical third-person combat and an enhanced kill cam. Fight your way across the most immersive maps yet, with many real-world locations captured in stunning detail, and an improved traversal system that lets you explore more of them than ever before.

RESPONSIBILITIES

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CAMERAS

I was responsible for the conceptualization, development, and iteration of the third-person, traversal, cinematic, death, kill cameras, and the brand-new first-person cameras

As cameras affect not only gameplay but animations and art, I made sure to closely work in collaboration with programmers, artists, level designers, and animators to try and tackle our collective needs.

ACHIEVEMENTS AND IN-GAME REWARDS

Through visual scripting, I implemented and iterated upon 62 achievements, 200 plus in-game rewards, and kill callouts for the player designed by me.

Accessibility was a core pillar when developing rewards, and whilst rewards are carrots for players, I wanted all players to be able to get them, not only able-bodied players.

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PLAYER PROGRESSION

I predicted and helped develop the XP curve whilst keeping in mind different player archetypes and game systems to ensure all players would reach the maximum player level.

I also designed and tweak the different methods players could obtain XP whilst playing the game.

GUNPLAY

Whilst my focus was gameplay and systems, I helped the combat team develop the gunplay of Sniper Elite 5. 

I was responsible for Aim Down Sights cameras, reticles, and aim poses reviews with animation, helped develop the aim assist, and occasionally helped tweak weapons for balancing.

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VEHICLES BALANCING

During production, I helped the combat team balance the different vehicles Sniper Elite 5 has. Our main goal was to ensure that each vehicle had its own identity and supplied a fair challenge for the player.

 

I not only tweaked values but also developed and designed what the player could exploit and how difficult to destroy each vehicle would be.

RUMBLES

Together with Audio and Code, I developed and designed the rumbles for the Xbox One, Xbox Series S/X, and PlayStation 4.

My main goal was to ensure that each rumble would accurately transmit the feeling of what was happening in-game and give players key information on some of our game mechanics.

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META-GAME

Sniper Elite 5 introduced Field Reports and Playthrough Graphs. These two systems were designed, iterated, and implemented by me using systems developed by UI Coders and through visual scripting.

The goal here was for me to accurately inform players of their playstyle, to help them achieve their own goals, or compare themselves to earlier runs or friends.

POST-RELEASE WORK

I supported the post-release team by bug-fixing issues related to my systems, studied player streams to understand how they were engaging with our systems and tweaking said systems based on community feedback, kept developing new achievements for the multiple DLCs, and kill callouts for the shooting range.

ACHIEVEMENTS

STEAM REVIEWS

" Improved continuation of previous Sniper Elite games. This is just a little bit different and keeps the game from being boring."

" I've played all of the Sniper Elites, and this one is my favorite, by far."

PRESS REVIEWS

“Sniper Elite 5 has blown me away”
Essential – Eurogamer

“Sniper Elite 5 is the best it's ever been with a new game mode that'll blow your mind”
4.5/5 – GamesRadar

STEAM DATA

Sniper Elite 5, as of summer 2022, has a 83% positives reviews.

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