Infill / Exfil Hawk

Object Tech - Renegades (2025)

game mechanic creation and iteration

During Renegade’s development cycle, I was temporarily moved over to the Object Tech team to provide much needed technical design support. This was an incredible opportunity for me, as I was able to learn the ropes on an entirely new side of Tech Design. I quickly went from being unfamiliar with Object Tech to owning and shipping multiple large and complex features, including the infill/exfil hawk objects, which ended up being one of the most significant features I owned while on Object Tech.

 

Infill gameplay

I created a setup that allowed us to re-use an older Hawk ship asset to create an entirely new gameplay experience. This introduced a wide variety of hurdles, since the original Hawk was never meant to be a player vehicle and was only meant as an enemy spawn point.

I needed to create two separate experiences with the same Hawk ship object: one where the team of players would board the Hawk in the ready room and use it to infiltrate the planet’s surface, and one where the players would again board the hawk and use it to escape the planet after completing the activity. In both cases, the hawk would take off once either all players had entered the hawk, or once a certain amount of time had elapsed.

Both the infill and the exfil systems ended up being much more complex than originally anticipated, and they required many rounds of iteration across multiple months of Renegade's development. Over that time, I worked directly with the infill/exfil activity stakeholders on Activity Design to address multiple complicated feature requests and bugs.

Exfil gameplay

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