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Working on NBA Live 18 was an amazing and invaluable experience. It was the chance to work on my first AAA console game, right after graduation. I was part of the gameplay team and got the chance to work closely with the senior designers, creative director, software engineers, Animators and QA.
Tools Used: ANT (Animation Toolkit), Shotgun, Jira As a gameplay designer, my job was to work using EA's proprietary tool 'ANT'. The animators cleaned the live mocap data and imported the assets in the ANT tool. ANT tool is where all gameplay features are tuned and balanced by the designers. I was incharge of creating passes, catches, interceptions, deflections, blocks, blockons, looseball pickups, and rebounds. Each of these gameplay features had a different complex system in which they were implemented. Throughout my time at EA, I created and tuned more than 400 assets are currently in the game. Responsibilities: 1. Managed and created content for multiple gameplay features of the game using EA’s proprietary tool 2. Balanced game with consideration to fun gameplay, player acquisition, monetization and engagement 3. Delivered on the game vision as set by the Creative Director, Executive Producer and Development Director 4. Worked closely with Designers, Animators and Programmers to make sure assets are created appropriately 5. Tested core gameplay features on daily intervals and resolved bugs |