Features Overview
When Snake Eyes was cancelled and Atomic Arcade was closed some of us were reassigned to help ship Exodus.
I joined the systems team and helped with progression and balance.
achievements
I was given the freedom to iterate on the achievement list. As an avid achievement hunter myself, I wanted to make sure our list leveraged the game’s strengths and challenged the player to fully explore what Exodus has to offer. With limited event tracking tools in place I scripted most of them by hand in UE5 blueprint.
companion skills
Another iteration pass I owned was taking a fresh look at the skill trees for each companion. I noticed that many were self-sufficient, and knowing that one of the game’s pillars was teamwork I made an effort to incorporate some synergies between the characters. My goal was to provide a bonus for the players that paid attention to how the companions interacted without making it a requirement.
loot and rewards
My most frequently recurring task was to place loot and set up mission rewards. It was important to me to support the storytelling of each mission when placing loot, but also to guide the player with it.