DIPTOMAN MUKHERJEE
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Unannounced AAA Project
Free Range Games

Picture

The Game

The project is a unique AAA co-op open-world action adventure game, and unfortunately most of it is NDA so I can share limited details only. The publisher pulled back the project, and the entire (100+) team at Free Range Games was let go.

My Role

I was the senior technical designer on the project.

The project faced many challenges by the time I joined early on in production.

1. For my first major contirbution - I was responsible for completely owning and rebuilding the questing system. The game had a unique premise, and as such questing was a lot more complex than traditional open-world and linear games, and the system had to take that into account. I leveraged the company's finite state machine system to build this on top - alongside the accompanying designer-facing tool for quest creation to simplify and automate as much of the process possible. It was a large-scale system that had to communicate with every other system in the game, and as such I had an overview, and a hand in how other systems were being implemented technically as well. I was told repeatedly that the resulting questing system was one of the most stable, modular, functional systems in the game that anyone could add to easily. I was the go-to person for quest implementation questions, and helped with implementation of a majority of the quests.

2. I pitched and drove the design for the marker systems - what kinds of markers we'd have, what their rulesets would be, how to interface with them etc.

​3. Was the design owner for the dynamic content system, which would spawn dynamic content (short quests, random side content) depending on world state.

4. I worked on the NPC handling systems, alongside trying to drive the technical implementation for the backend for this: data, spawning, overrides, interfacing with narrative systems etc.

5. I prototyped and implemented in a scalable manner multiple gameplay mechanics, metroidvania gates and such.

6. I set up technical design standards for all designers to follow, maintained detailed documentation, mentored other designers (both technical and non-technical), reviewed Blueprints, sometimes code (from engineers) and pushed for setting up review processes to ensure standards.

7. Due to content needs later on, I was responsible for owning, pitching, designing side quests with the quest team for specific story beats, working alongside the narrative designers.

GET IN TOUCH!


Telephone

+1-604-779-8355

Email

[email protected]
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