Deep Rock Galactic

DEEP ROCK GALACTIC is a co-op-first sci-fi FPS featuring badass space Dwarves, 100% destructible environments, procedurally-generated caves, and endless hordes of alien monsters. The game is developed by Ghost Ship Games and was released in May 2020 on PC and XBOX after 3 years in early access.


Ghost Ship Games is still releasing new updates for Deep Rock Galactic. I came on board during development of Update 34: Modest Expectations and am currently working on future updates together with the rest of the team.

Deep Rock Galactic - Narrated trailer w. Gameplay

Responsibilities

  • Concepting, designing and prototyping new content such as enemies, weapon mods, new mission types & mutators.
  • Balancing and iterating designs based on feedback from QA, testers, players and leads.
  • Implementing designs in-engine in Unreal Engine 4 using Blueprints.

Contributions

Update 34: Modest Expectations

On Update 34 I designed the Elite Threat warning that involved a version of enemies that were buffed to be stronger and faster than their normal counterparts. It was meant to introduce a layer of difficulty that mixed things up.

The vision for the elite enemies was to present players with the need to change their approach because of the stat changes. For this I was given the possibility to set spawn chances of each enemy and their stats by tinkering with damage resistance, movement speed and elemental resistances.


My responsibilities and contributions to Elite Threat and Elite enemies include: 

  • Responsible for the game design of the Elite Threat Warning.
  • Analyzed each enemy of the game to find the gameplay function of each enemy and their strengths.
  • Used my analysis as basis for the design of the Elite enemies.
  • Worked closely with the Lead Programmer to get the tools I needed to implement the design, working within tight limitations.
  • Worked closely with the Creative Director and UI Designer to give Elites distinct visuals.
  • Tested extensively and used the gathered feedback to iterate and balance each Elite enemy and enemy spawning systems.
  • Sorted feedback and handled community feedback during experimental, alpha and early release periods.

Season 01: Rival Incursion

On Season 01 I was responsible for designing the mods, overclocks and related functionality  for new primary weapons introduced in the update: The Hurricane Micro Missile Launcher (Gunner), Corrosive Sludge Pump (Driller) and Lok-1 Smart Rifle (Engineer). I was also involved in developing overclocks for the DRAK Plasma Carbine (Scout).

I was also responsible for designing the tree of vanity and season level vanity reward progressions for the new season, including the in-game season events: The Prospector Drone and Prospector Data Deposit.


My responsibilities and contributions to Season 01 include:

  • Responsible for designing and implementing features, mods and overclocks for new primary weapons, based on vision from Lead Designer.
  • Responsible for designing and implementing the new Season Pass features such as Tree of Vanity and Season Progression Bar, working closely with a programmer to get the tools needed for implementation. 
  • Responsible for designing and implementing the season challenges: Prospector Drone (enemy) and Prospector Data Deposit (event), working closely together with an artist, programmer and sound designer.
  • Balancing and iterating above designs based on data and feedback from testers and community. 

Season 01: Rival Incursion - Narrated Trailer

PlayStation 4 + 5 version & Controller re-work

For the PlayStation version of Deep Rock Galactic I was responsible for overseeing the design of utilizing PS5 specific features such as activities, and implementing DualSense features that utilized the haptic feedback, adaptive triggers, touchpad, light bars, touchpad and gyro-aiming.


I was also in charge of implementing features for the console version and the controller, with the purpose of making it easier for players and encouraging more players to play the game on higher difficulties. The result was an optional quick-turn functionality that enables players to quickly turn 180 degrees and the ability to switch to the previously equipped weapon.

A blog I wrote about my work was featured on the official Playstation Blog.



My responsibilities and contributions to the PlayStation version and both console versions include:

  • Doing extensive research on other games for PlayStation and how they utilized the platform and controller.
  • Responsible for designing and implementing features specific for the PlayStation 5 platforms such as activities and trophies, in close cooperation with an artist, programmer and marketing.
  • Responsible for designing and implementing features specific for the PlayStation DualSense controller such as haptic feedback, adaptive triggers, light bar, touchpad, speaker and gyro aiming, in close cooperation with a programmer.
  • Documenting designed features.
  • Designing controller features to make playing the game on console more responsive and easier, such as quick turning and switching to previous weapons.
  • Extensive testing of above features to make sure they're up to standards before shipping.

Season 02: Rival Escalation

On Season 02 I was responsible for designing the mods, overclocks and related functionality for new secondary weapons introduced in the update: The ArmsKore Coil Gun (Gunner), Collette Wave Cooker (Driller), Shard Diffractor (Engineer) and Nishanka Boltshark X-80 (Scout).

Secondly I was responsible for designing and implementing the new premium currency mineral Phazyonite, meant to get players to buy more things from the in-game store by giving them a "joker" currency that can be used instead of minerals and credits. This also included a new economy, store elements and player mastery.


For this season I also designed the tree of vanity and season level vanity reward progressions, and made the concept for the new enemy Rival Nemesis and Rival Signal event.


My responsibilities and contributions to Season 02 include:

  • Responsible for designing and implementing features, mods and overclocks for new secondary weapons.
  • Designed and implemented the new Tree of Vanity and Season Progression.
  • Concepted Rival Nemesis and Rival Signal event.
  • Designed and implemented the new Phazyonite mineral, economy, store front and player mastery.
  • Balancing and iterating above designs based on data and feedback from testers and community. 

Season 02: Rival Escalation - Narrated Trailer

Season 03: Plaguefall

On Season 03 I was a part of the overall implementation of new season features such as the plague tower events and plague warning, including balancing of in-game encounters and tools along with designing 20 new caves for the game.


My responsibilities and contributions to Season 03 include:

  • Designing 20 new cave rooms for the level generation.
  • Balancing new in-game events and plague warning.
  • Made concepts for the Voltaic Stun Sweeper & Shredder Swarm Grenade.

Season 03: Plaguefall - Narrated Trailer

Season 04: Critical Corruption

On Season 04 I was responsible for the overall design of the new season and designing new main enemies: Glyphid Stingtail & Glyphid Septic Spreader, Jet Boots and new plague enemy variants. Additionally I made the new season progression and tree of vanity.


My responsibilities and contributions to Season 04 include:

  • Responsible for the design of the new season.
  • Designed new main enemies: Glyphid Stingtail & Glyphid Septic Spreader
  • Designed Jet Boots
  • Designed new plague enemy variants.
  • Designed Tree of Vanity and Season Progression.

Season 04: Critical Corruption - Narrated Trailer

More info coming as it's announced.