Moving on from Ghost of Sparta, a PSP action adventure game, we had to start from scratch on pretty much everything. In this way The Order: 1886 was an incredibly rare opportunity – to build a fully fledged cinematic third person shooter from the ground up – finding problems and coming up with solutions at the lowest level, while at the same time trying define the IP from the top.
“One thing I admire is just how different each weapon feels, and how every single one… is effective in its own way. It’s one of those rare experiences where I felt comfortable using almost any weapon, and couldn’t pick a favorite.”
The Jimquisition
List of things under my responsibility
- Weapon balancing, tuning, and polish
- Interact system and implementation (inspects, doors, seamless transitions)
- Traversal system and metrics (vaulting, ledge, climbing)
- Gun recoil system
- Hit reactions system
Other things I helped improve
- Movement modal
- Cover system
- Controller layout
- Controller rumble implementation