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Splash Damage - Technical Game Designer

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After graduating university I was recommended for a Design position at Splash Damage where I began my AAA game development journey. Throughout my time at Splash I had various responsibilities and areas or ownership, below you can find these listed out.

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Responsibilities

Game Design:

  • Developed game design proposals for various systems and features.

  • Created high and low level combat game design documentation for our GDD and TDD.

  • Owned features from proposal stages through to implementation and beyond.

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Prototyping and Balance:

  • Prototyped characters, abilities, and weapons to validate/derisk concepts and identify enjoyable gameplay.

  • Balanced game areas including ranged weapons, abilities, vehicles, and 3Cs through numerical analysis, theoretical evaluation, and playtesting.

  • Conducted playtests, analysed data, and implemented changes based on results to ensure balanced gameplay.

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Coordination and Communication:

  • Oversaw holistic game balance as 'Balance Master', coordinating with various teams.

  • Coordinated with different disciplines to meet milestone commitments and support bug fixes during milestone hardening.

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Playtesting and Data Analysis:

  • Organized team and project playtests to collect quantitative and qualitative data.

  • Tracked playtest observations, engaged in discussions with stakeholders, and implemented corrective actions.

  • Produced design teardowns for reference, studying competitors' approaches to similar problems.

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Areas of Ownership

Game Balance:

  • Defined game balance vision, metrics, and entity balance interactions.

  • Orchestrated holistic balance through playtests, discussions, and task management with feature owners and stakeholders.

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Ranged Weapon Combat:

  • Oversaw design, implementation, and balance of ranged weapons, ensuring high quality gunplay and feel.

  • Defined our ranged weapon combat ranges through combat metrics.

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Vehicle Handling and Driving Models:

  • Oversaw the design of handling and driving models, ensuring goals, metrics, and game feel.

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Player 3C's (Character, Controls, Camera):

  • Responsible for defining and maintaining player experience through character feel, controls, and camera.

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General Combat and System Design:

  • Contributed to the broader aspects of combat and overall game system design.

Joseph Calabro © 2024

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