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
