Paragon

Paragon-wallpaper-1.jpg

SUMMARY: Paragon is a MOBA from Epic Games that puts you in the fight with explosive action, direct third-person control, and deep strategic choice. Paragon is designed so that every player can compete and win without ever having to spend money.

PLATFORM: PC / Unreal Engine 4

DEVELOPER: Epic Games

DATE: June 2017 - September 2017

ROLE: Game Design Intern

GENERAL GAMEPLAY DESCRIPTION

Paragon is a 3rd-Person MOBA video game. The maps featured in the game are symmetrical, with each teams base being on opposite sides of the map. Players are tasked with defeating the enemy team by destroying the core in their base. They can reach their opponents' bases through the three lanes featured in each map. Each lane is protected by defensive towers that protect the bases by attacking any incoming enemies that stand within its range automatically. Lanes consist of two towers and an inhibitor; destroying all of these allows a team to spawn more powerful minions in that lane and directly attack the enemy core. Between lanes are jungles, inside which players can find additional resources for their teams. Jungles are separated from lanes by fog walls that players cannot see other players through.

CONTRIBUTION DESCRIPTION:

  • Rebuilt ward system - Solo

    • Built wards in preparation and format for new item system. Cleaned up and fixed old issues that had plagued the systems.

  • Concepted, designed, and prototyped active and passive items for system - Solo

    • Built from the ground up 5 new active items (Cards) to introduce to the game. Each were approved by the lead and are scheduled for release.

    • Built 2 new passive items into the game to be used. Each were approved by the lead and are scheduled for release.

  • Cleaned up FX issues - Team

    • Worked with FX team to cleanup old FX that was causing massive storage problems for the games servers.

  • Fixed bugs - Solo

    • Fixed numerous bugs in new card system by either rewriting the entire item scripting or by debunking and isolating the issue to the problem area and rewriting it.

  • Improved gameplay feel with existing items - Solo

    • Reworked existing items to improve gameplay feel (e.g. Item that causes burst of movement feels to sudden - put burst along a curve and eased it to make it feel more like a dash.)