Risk of Rain 2
Platforms: Steam, Epic, Stadia, PS4, XB1, Switch · Engine: Unity
Team size: 12 · Timetable: 16+ Months
Our development team at Gearbox Publishing was tasked with two major initiatives related to the Survivors of the Void DLC. First, we combined multiple platform branches into one for easier ongoing updates. This included bringing over optimizations from the switch branch and creating a platform agnostic layer for abstracting calls to the individual platform APIs. Second, we developed content for the DLC including four maps and three new enemy types. Finally, we were tasked with taking the new content and the updated branch and porting that to several new platforms.
This team at Gearbox operated like a co-dev team for Hopoo Games. In this way we were tasked with work from Hopoo and beholden to their deadlines, but were responsible for maintaining our own staffing and project management. I was our team’s production representative in communications with Hopoo. My role increased to cover supporting a content team and an engineering team with separate goals. Being a part of a larger organization was highly beneficial because it allowed us to tap into some of the service teams to get help when our schedule was threatened. At different times we worked with the VFX, Animation, and QA departments at Gearbox to help increase our velocity to hit deadlines. As part of Publishing I collaborated closely with marketing and branding to align our deliverables with marketing beats. We were very fortunate to get to work on such a fun project with all the different groups it took to make this DLC.
Contributions
Role: Producer
Shipped a free content update across five platforms and the first major DLC on Steam, with console ports planned
Juggled two simultaneous initiatives / teams to develop content for live releases while merging multiplatform codebases
Facilitated the content team’s creation of 5 different levels and three enemies from concept to ship as part of a DLC
Coordinated deliverables between the internal dev team, publishing department, internal support teams, and Hopoo Games
Helped the team evolve their indie processes by tapping into available AAA resources like VFX, animation, and outsourcing