Shaun Easterday
Principal Gameplay/Technical Designer
My work for Space Marine:​
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I was part of the combat team and the multiplayer team during my time on this project.
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On the combat team I worked on setting up the behaviors and animation trees of the enemy units. This would include abilities, reactions to melee and ranged weapons, navigation and attacks.
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I worked to try and maintain strong reactions from the enemies to the players attacks, this included making sure the conditions to transition from animation to ragdoll took into account any sort of level objects or geometry that were possible. Also, making sure that the animation blending didn't interfere with the clarity of the animations.
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For the multiplayer team I worked on designing and implementing the classes that we created for the multiplayer nodes.
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For the multiplayer classes we wanted to re-use as many of the animations that were created for single player as possible, with a few key animations added to create distinction.
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I tried to ensure each class had a distinct role in the combat, which specific strengths and weaknesses. Each class had changes to movement, melee/ranged weaponry and special behaviors to emphasize their role.
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The jump pack was an interesting challenge to make work in the multiplayer setting, with the high mobility and the angle of attack coming from above the player being significant advantages. This was countered largely by the dodge abilities being much more responsive on the other classes, so while the jump unit can close long ranges if they aren't able to kill their target quickly they can be outmaneuvered in the close range fight.
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The ranged weapons were all re-worked for the multiplayer mode primarily in support of differentiating the class but also including reductions to the aim assists to help melee classes be more viable.