DERIC NUÑEZ - LEAD GAME DESIGNER
DERIC NUÑEZ - LEAD GAME DESIGNER
  • WELCOME
  • DIABLO IV
  • NEW WORLD
  • DEFIANCE
  • TRON
  • iOS GAMES
  • Personal Film Projects
  • WELCOME
  • DIABLO IV
  • NEW WORLD
  • DEFIANCE
  • TRON
  • iOS GAMES
  • Personal Film Projects
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Developed and Published by: Trion Worlds Inc.
​Genre: Action MMO
Release Date: April 2, 2013

DEFIANCE (PC, Xbox 360, Playstation 3)

GAME DESIGNER
Trion Worlds Inc.

On Defiance, I was a major contributor in establishing and maintaining the creative vision for the games instanced content.

At the time I joined the project, the team was facing challenges in "finding the fun" and identifying methods that properly highlighted the games primary tenets in regard to instances. I took the initiative to spearhead a prototype that focused on structuring cooperative gameplay around narrative-driven scripted set pieces.

The prototype was received well, and I was immediately entrusted with taking over the design for one of the instances that had previously been started. I reworked its contents entirely and established the foundations of what instances meant for Defiance.

My bias for action ultimately resulted in me becoming the primary owner and implementer for six of the games seven co-operative levels, and all its single-player levels:
​Co-op Multiplayer Levels
  • Scrapworks Salvage
  • ​Island of Lost Soldiers
  • Commandeer Cronkhite
  • Explosions 101
  • Soleptor Excavation
  • ​Liberate the Lost
Single-Player Multiplayer Levels
  • Into the Depths
  • A Bullet for a Badman
  • Seize the Day, Control the Future
  • Defiance
  • ​Episodic Content: The Heist
  • ​Episodic Content: Project Piper
Responsibilities and other accomplishments on Defiance included, but were not limited to:
  • Utilized Gamebryo and proprietary engine tools to construct level layouts, encounters, and orchestrate scripted events.
  • Collaborated with leadership and members across all disciplines to deliver content that encapsulated and elevated the creative vision.
  • Co-directed multiple voice-over sessions.​
Gameplay Videos
The following gameplay videos are a collection of the many instances I was responsible for from concept to completion. For each, my primary challenges included figuring out ways to stretch our limited asset budget to create experiences that were as varied and engaging as possible.

In order to achieve the highest level of quality possible for each of these instances, I played a key role in pioneering and requesting new engine technology and tools.
Co-op Multiplayer Instance Highlight Reel
WORK SAMPLES (SINGLE PLAYER INSTANCES)
Single-Player Instances Highlight Reel
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