Quantum Break
Pacing design and analysis ensures the optimal length of different game-play segments and their varied focus.
Balancing length and intensity of combat encounters ensures player engagement.
Understanding the relationship between interactive and non-interactive game space allows for better optimization and asset placement.
Pacing design and analysis ensures the optimal length of different game-play segments and their varied focus.
Overview
Quantum Break is a AAA 3rd Person Action cross-media title, developed by Remedy Entertainment and currently one of the best selling X-box One exclusives.
Working with the level design team my tasks included researching and analyzing existing pacing patterns and encounter designs. The data-driven models would then be used to suggest various approaches to balancing level space, encounters and player activities in order to ensure the good flow of the UX.
By making pacing maps and breaking down player experiences into components and resources my work focused on player attention, engagement loops, encounter pacing and level geometry.
These pacing maps were then used to craft and balance combat encounters, exploration and level design.
Responsibilities:
- Spatial design analysis
- Enemy Encounter Pacing
-Gameplay Pacing
-Player Engagement
Tools Used:
Microsoft Excel 2010 ;)