High on Life's trailer.
High on Life is a comedy FPS in which you and your team of talking guns take down bounties across the galaxy and become the deadliest bounty hunter in the cosmos.
Released in December 2022, High on Life was the biggest Xbox Game Pass release of 2022, the biggest 3rd-party launch in Game Pass history, and the biggest single-player game launch on Game Pass in its history. (Xbox Wire)
I initially was one of four design interns working on the project from June 2021 - Sept 2022, before returning to the studio as a fulltime Associate Content Designer.
A brief showcase of the human rescue system.
I was responsible for the Human Rescue system, where once the player acquires a specific item, they are then able to find caged humans scattered throughout levels and warp them to safety at Human Haven.
I did the gameplay and narrative scripting, making it so that before acquiring the rescue device, the player cannot help the caged humans and having the guns comment in turn that they can't yet help. When the player has acquired the rescue device, the guns will call out nearby caged humans, and upon the player warping them to safety, the guns remark in kind.
I also worked on the caged humans themselves, scripting a random human NPC generator for the cages, as well as setting it up so that depending on the sex of the humans in the cage, different variations of voice lines play as a result. Additionally, I setup the logic for when the player warps a human cage to safety, a portal leading to Human haven may appear, allowing the player to directly travel to where they have been sending rescued humans to.
Video showcasing all the collectable narrative warp slots in the game.
I worked collaboratively with designers and engineers on the Warp Base system, in which players can collect items called "Warp Discs" and go to predetermined spots (called Warp Slots) across levels and remote-warp in a preexisting location - such as an intergalactic theater or a small village - based on the contents of the chosen "Warp Disc".
I was responsible for the placement of Warp Slots in suitable locations, as well as setting up the logic for removing the existing landscape that a summoned Warp Base would be replacing.
Additionally, I worked on the mission scripting responsible for ensuring that certain Warp Slots were only usable upon the completion of certain objectives due to narrative reasons. An example of this would be a "Coliseum" Encounter in a level called Dreg Town. When the player initially enters this area, they are unable to use the Warp Slot until the are revisiting the area and the existing "Coliseum" is no longer needed as part of the "Golden Path". Only until the player has progressed enough in the game can that Warp Slot be used to spawn in a Warp Base of their choice.
Video showcasing the Port Terrene level and traversal mechanics as the player traverses its vast space in search of Lugloxxes. (Starting at 0:41)
Across all of High on Life's levels, I conducted traversal walkability passes and polish. Examples of the associated responsibilities included conducting mantle markup passes for geometry such as cliff and rock edges, marking necessary geometry as walkable or unwalkable, and assisting in delineating what areas are out of bounds.
Additional responsibilities included were adding visual indicators to tetherable surfaces, and setting up logic to trigger HUD notifications when the player entered/re-entered a specific area. Along with a few unused features that ultimately didn't make it in the final game, I was responsible for these tasks across all levels.
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