Apex Legends: Season 26 + 27
Proprietary Engine, Squirrel, C++
As a Technical Game Designer Intern at Respawn Entertainment in the Summer of 2025, I contributed to designing, prototyping, and scripting new mechanics/features into Season 26 of Apex Legends' Wildcard Gamemode.
(More details on my involevement to be released in the future, due to NDA)
- Asset Integration:
A large variety of 3D art, UI, VFX, and sound assets were produced for Apex's Wildcard game mode. Much of my job responsibility centered around integrating these assets in engine. Each asset to be integrated needed to be done with a combination of proprietary tools, data tables, and C-Based scripting in Squirrel. Script needed to follow proper SOLID format and for my 70+ contributions to the codebase, each was reviewed and approved by the Tech Design and Gameplay Engineering team. - Communicating Technical Scope:
Throughout my internship, I sat in on a wide array of meetings discussing all aspects of development for features in the game mode. These meetings included VFX Artists, UI/UX Designers, Producers, and Design Leads. All of these meetings and their discussion points needed a technical perspective in order to determine if features were able to be created and easily maintained. Near the end of my term I became the main point of contact for systems I created and investigated, which included UI and Sound FX integration. - Bats Lootbin Jumpscare:
For 26.1's Halloween Wildcard Event, Design Leads wanted to include a "lootbin jumpscare" where bats would pop out of the bins. This was one of the features I owned technical implementation of. I collaborated with VFX, Sound, and Production to source the assets and put it together using script.