Sharkmob

Game Designer | vampire the masquerade br

 
 

“experience vampires at war in the city of Prague. Use your vampiric powers, weapons and wit to eradicate your enemies and deal with the hunters – all while you struggle to maintain The Masquerade.”

quick facts

  • Joined September 2018

  • Team Size: 40 to 150+

  • Quality Target: AAA

  • Engine: Unreal Engine 4

  • Genre: 3rd Person Battle Royal Shooter

  • Main Design Area: Traversal & 3C (Character, Control & Camera)

  • Estimated release 2021

 
 
 

Design responsibilities

At Sharkmob i have helped take several features through various stages of Prototype, Alpha, Beta and Gold. Carrying the design and coordinating with other disciplines as a feature owner. The main feature set i have worked on is everything related to 3C (Character, Control and Camera), with a large emphasis on player movement. I have also worked on many other features ranging from game mode objectives, settings menu and combat mechanics.

As a feature owner, i have helped drive design communication and coordination between all relevant feature implementers of all disciplines, whether it be code, animation, vfx, audio etc. Designers at Sharkmob work with a high degree of responsibility and ownership of their features, meaning frequent and strong communication is key.

 
 
Vampire Image.jpg
 

a growing mob

As part of my journey at Sharkmob i have watched the company grow from a 40 man AA studio to a full AAA behemoth with several hundreds employees at studios in both Malmo and London. As such i have gotten intimate experience with the sensibilities required to be successful as a designer in both AA and AAA productions.

Unfortunately, this is all i can share right now about my experiences at Sharkmob. Looking forward to sharing more details and design once the game launches later 2021.