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OPERATION: RED RHINO

A First-Person Shooter Utilizing A Map Node System Along With Classes

Role: Combat Systems Designer


Development Time Frame: September 2017 - December 2017


Platform: PC

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Language and Engine: C++ and Unreal Engine 4

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Achievements:

• Owned from concept to in-game integration the work of re-balancing all the weapons, recoil curves, combat mechanics, movement systems, health, regeneration, and role/class choices for Operation Red Rhino.
• Designed and implemented the node selection mechanic.
• Conducted the relaying of changes to the programmers and artists on the team.
• Voted on among peers as the best designer on the team.

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AboutOperation: Red Rhino is a multiplayer First Person Shooter that aims to emulate a realistic battlefield by putting the objective and locale progression in the hands of the players. 


Operation: Red Rhino began development under a studio called Cuban Medic Productions. I joined on the team after Alex Watson, the Lead Designer, reserved a place for me once my work was done at another studio.


Alex had seen my work as a Systems Designer and wanted me to join his team. Once I arrived, I began working to overhaul the broken and incomplete combat systems that were in place, writing documentation to explain my design choices, and conducting unit testing on them.


My work consisted of re-balancing all the weapons, recoil curves, combat mechanics, movement systems, health, regeneration, and role choices based on the node selection. I was also put in charge of relaying these changes to the programmers and artists on the team.

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