Timeframe

June 2025 — September 2025

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 and into 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.

Mini-map

One of my more technical contributions to the project was our mini-map system. I created a system that would automatically create a map that could track the locations of players, AI employees, and objectives anywhere in the game space.

The dark orange box indicates the area covered by the cartographer.

All level designers needed to do was add the Cartographer actor to their scene and set is size. From there it would capture a birds eye view of the level to create the map itself.

During gameplay, the Cartographer was able to use it’s size and position to easily translate an objects coordinates in game space to UV coordinates on its associated virtual texture. This allowed us to easily display icons for each player’s location. I was also able to reverse the process to allow the Overseer to click on the map to move their camera to different locations in the map.


The Team

Will Rutherford

Lead Designer

Jonah Thompson

Producer / 3C Designer

Isaac Eddy

Systems Designer

Casey Bowen

Level Designer

Lyden Lapensee

Level Designer

Liam Dunphy

Level Designer

Drew Lounsbury

UI/UX Designer

Daniel Martinelli

Narrative Lead

Marit Ullrich

Art Lead / Enviroment Artist

Kimmy Madera

Character Artist

Olivia Steenburgh

General Artist

Cristian Pesante

Animator

Braeden Trefethen

Sound Designer

Michael Kirkpatrick

Product Owner / Network Programmer

Austin Baird

Lead Programmer

Celica Lysik

Programmer

Jake Baranowski

Programmer

Seth Lyon

Lead Producer

Carson Griffin

Producer / Testing Lead