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Vainglory

  • Writer: Nicholas Teng
    Nicholas Teng
  • Sep 29, 2019
  • 2 min read

Updated: Sep 22, 2022


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Here are some of the heroes that I have worked on:


SAMUEL

  • Samuel was the first Vainglory hero I worked on, the character concept already existed, and I had to create a dual wand wielding dark mage

  • I focused on showcasing the dual wand aspect of his concept, his first ability Malice & Verdict

  • This ability allowed Samuel to shot two different projectiles at a target location (with a delay between shots). Also, Samuel was able to reposition before the second projectile was shot.

  • This ability was new and unique; it allowed for exciting counterplay as opposing players could interrupt or dodge the second projectiles.

  • I was quickly given a crash course into Super Evil Megacorp's proprietary engine and was then left to implement my design. With my engineering background, I was quickly able to navigate my way around their code base and create a unique gameplay mechanic


FLICKER

  • Flicker was the second hero I worked on and was given more freedom with his concept

  • I decided to go with a Stealth type hero. Prior to Flicker, only two stealth existed; however, both used "Combat Stealth" to remove pressure from themselves and to eventually reengage.

  • Flicker, on the other hand, used "Preparation Stealth," which players had to preemptive use before combat

  • It lasted longer, which allowed Flicker players to collect information from enemy heroes

  • Flicker and his teammates could then capitalize on this information and eliminate enemy heroes out of position

  • Flicker was not great in a one-versus-one situation, his ability to scout lead to more team plays and has reshaped the flow of any game he is present in


GRUMPJAW

  • Grumpjaw was an exciting development. I had more runway to help with his initial concept; he initially started more gorilla-like. I worked closely with the Art Director to make him a quadrupedal and asked for his giant pincers, so create a unique look that fits with his kit.

  • He ultimately uses his pincer to grab and consume his targets, creating a new crowd control archetype.

  • As for his other abilities, I ran into some technical issue with the timing of his dash attack Grumpjaw has an ability that allowed him to dash towards a location; then if the player uses that ability again, he would stop and attack in the area in front of him. Due to latency issue, I had to solve timing and animation issues with the art team.


REZA

  • Reza had a troubled development cycle, there was a hard pivot from the Art team with his initial concept which lead to a redesign mid way through

  • During that time, I had to scrap his first design and collaborated with other designers in order to hit a tight deadline

  • I collected feedback from out play tests and was able to create a totally new set of skills that layered well on top of each other

  • Reza was well received by the community, his abilities allowed players to easily play him but required more effort and proper ability usage to master


TONY


I lead, mentored, and guided several junior designers to create these heroes:


LORELAI



CHURNWALKER




  • I lead, planned, and conceptualized hundreds of talents while coordinating and executing this feature on a tight deadline.


 
 
 

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