Timeframe

June 2025 — Current

September 2024 — November 2024

Engine

Unreal Engine 5


Three IRS agents are pitted against the Chief Evil Overseer of the largest sin distribution company in the (under)world, Inferna LLC! Agents must hack and slash their way through demons, traps, and office supplies in order to uncover the company’s dirty deals. While the Overseer must strategically use their demonic powers of corporate management to crush their mortal opponents.


Abilities & Balancing

Designing and balancing abilities for the Overseer player proved to be a unique and exciting challenge. The Overseer had to seem powerful but not omnipresent, providing just enough resistance to challenge the Agents without making the game unwinnable for them.

I began to tackle this issue as soon as we got into pre-production. When concepting the abilities, I helped make sure that they each had a clearly defined purpose in the sandbox. Each ability and enemy also had to be fun for both sides to interact with, whether that be the Agents prioritizing a repair unit or the Overseer dropping fax machines on them as they run and dodge like mad.

As we moved through pre-production my focus shifted from creating new abilities to balancing the ones we had. Through frequent testing sessions, and with the help of the analytics tools that our programmers had implemented, I was able to quickly assess the state of the game’s balance and make adjustments accordingly. I was then able to tweak just about any value in the game through a spreadsheet that I could import into the project. To help with this, I created a “balance map” that outlined all the ways each value would affect the overall balance of the game.

Overseer UI

Another important part of the project I was responsible for was the Overseer’s ability UI systems. I handled the player facing design and user experience as well as the back end pipeline for adding new abilities and enemies onto the ability bar.

A lot of our early feedback was that our original ability bar felt unintuitive to interact with. To fix this I redesigned the ability bar to use a click and drag system. I chose this method specifically because it is commonly seen in games and other programs that players would likely already be familiar with. The Overseer can click on whichever ability or enemy on their bar and drag it directly into the game. This, alongside some decluttering, helped players get a better grasp of the UI and how to interact with it.

While setting up the UI scripts I made sure that we wouldn’t need to do any extra work down the line. I made one widget that would work with any new enemy type and another just like it for abilities. All we needed to do to add a new one was to give the widget a texture and tell it what ability or enemy class to spawn and it would handle the rest.


The Team

Will Rutherford

Lead Systems Designer

Casey Bowen

Lead Level Designer

Jonah Thompson

Producer / 3C Designer

Daniel Martinelli

Narrative Lead / UI Artist

Marit Ullrich

Art Lead / Enviroment Artist

Kimmy Madera

Character Artist

Braeden Trefethen

Sound Designer

Michael Kirkpatrick

Product Owner / Network Programmer

Celica Lysik

Lead Programmer

Lyden Lapensee

Level Designer

Liam Dunphy

Level Designer

Drew Lounsbury

UI/UX Designer

Isaac Eddy

Systems Designer

Jake Baranowski

Programmer

Austin Baird

Programmer

Seth Lyon

Lead Producer

Carson Griffin

Producer / Testing Lead

Cristian Pesante

Animator

Olivia Steenburgh

General Artist