Shaun Easterday
Principal Gameplay/Technical Designer
My work for Dawn of War 3:​
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I mostly worked on the core gameplay team on this project. I also worked on the UI team and on the progression elements of the project.
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I took ownership of one of the Orks faction, one of the three factions shipped.
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On the gameplay team we worked in a highly collaborative manner, discussing issues and reviewing work together.
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The Orks were designed to support the chaotic horde aspects of the IP, with Orks being worked up into a frenzy to charge headlong into battle.
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The Waaagh Towers for example were structures the orks to build which could be activated causing them to starting playing music and spitting sparks. The audio from the towers could be heard and seen by all players regardless of vision, at the end of the song any nearby orks would get a large buff of attack and speed. This allowed us to make the buff very significant since a clear and distinct warning was given to the opposing player, however there was nothing prevent the ork player from using it as a bluff, attacking from a different direction without the buff.
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For this project we also developed special hero units we called Elites. Three Elites were chosen by the player, and came into the battlefield on a timer based on how powerful they were. For the Elites we created more powerful and skill based abilities that made them have more impact on the battlefield.
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I coordinated the work for both the Ork faction and the Elites I worked on with the other departments, to ensure the look and feel required by the IP was represented.
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My work on the UI team consisted of ensuring all required gameplay elements were displayed in a clear and streamlined manner. For example the design of the health bar so it could be read at a glance and could deal with a highly variable health pool of the giant mechs vs tiny grunts of the Orks. This also has to take into account the possibility of shields on the units.