top of page
Creation Kit: Starfield
Volition
level objectives
Design Goals


Technical Designer
- Architected core combat mechanics using modular Blueprints to ensure scalability across 15+ enemy types.
- Developed a high-precision IK system for tactile interaction with environmental objects.
- Collaborated with artists to implement a dynamic HUD system using Data Assets for low performance overhead.
- Optimized tick functions and memory usage, achieving a stable 60FPS on target platforms.
Systems Architect
- Designed the global inventory and crafting database using a decoupled technical architecture.
- Implemented custom editor tools to streamline content integration for the quest design team.
- Authored technical documentation for engine-level systems to facilitate team cross-training.
What Went Well
The core mechanic was polished early, leading to a satisfying game feel. Technical architecture for the input system allowed for rapid iteration on player controls. Team communication was highly efficient through structured daily stand-ups.
Challenges
Optimizing heavy compute shaders for lower-end hardware proved difficult. Scope creep during the mid-development phase required cutting two non-essential levels. Resolving race conditions in the multiplayer networking code delayed the beta test by one week.
Key Learnings
Early profiling is critical for performance-heavy projects. Clearer documentation of the API significantly reduced onboarding time for new collaborators. Iterative playtesting revealed that the simplest mechanics often provided the most engagement.
bottom of page