Purchasable Armor Displays
Object Tech - Renegades (2025)
game object creation and iteration
For Renegade, we needed a way to diegetically display the armor that the player could purchase in the social space. This introduced a wide variety of issues, since 1) our armor objects were not built to exist anywhere but on a player character, and 2) each player would need to be able to see only the armor that was relevant to them specifically based on class/unlocks/etc., and that armor would need to refresh each day.
I collaborated with multiple different teams for this feature: I worked with my coworkers on NPCs to build a stripped-down rig that was capable of “wearing” the armor without taking up too much memory, and I worked with a coworker on Investment Design to create a single-integer-based system for communicating which armor piece to display on the non-networked armor display mannequin.
armor display mannequins and interactables