New CoH3 Design diretor appointed after the layoffs
Posts: 2238 | Subs: 15
Project: Company of Heroes 3
- Part of studio director group, a team of studio leaders who collaborate to share information cross-studio and drive studio level decisions.
- Served as Game Director for Company of Heroes 3 in it's post-launch live ops phase.
- Worked with COH3 team leadership to determine project priorities and develop the best practical strategies to achieve business goals.
- Set priorities and direction for feature and content development.
- Served as design craft lead, setting the standards and direction for other game designers on the project and working with them to develop working best practices.
- Collaborated with other directors to facilitate communication between different disciplines and different strike teams.
- Pioneered a live ops "hit list" initiative to prioritize quality of life improvements across different areas of the game to more efficiently use team resources.
Posts: 17914 | Subs: 8
All the terrible games we're getting recently are a direct result of incompetent high level leadership among other reasons, but leadership is definitely one of top 3 reasons.
Posts: 122
That's probably good.
All the terrible games we're getting recently are a direct result of incompetent high level leadership among other reasons, but leadership is definitely one of top 3 reasons.
Is it good?
I question how is this person the most suitable for the role.
Veteran of design work at Relic? Nope.
Worked on previous RTS games? Nope.
Worked on this caliber game? Nope.
Excelled with his COH3 responsibilities? Nope.
It is the stuff I hate about Relic. Fairly new hire, coming from small/mobile games background, full of linkedin buzzwords and achievements.
When you promote the person who was, in his own words, responsibile for these COH3 components:
• Lead designer and Product Owner of the metagame pod (front end menu and feature development) preparing for COH3 live-ops, then continued on that role post launch.
• Part of project leadership group, who collectively determined feature prioritization and timelines to align with the project's business goals.
• Served as intermediary between project leadership and data analysis team to interpret KPIs and other live data to validate business assumptions, including making detailed requests to the data team for specific investigations.
• Determined high level requirements for upcoming features.
• Assisted leadership group with understanding and addressing deeper workflow issues.
• Responsible for prioritizing bugfixes and triage for metagame and technical gameplay issues.
• Provided mentorship and training for more junior members of the design team.
Front-end menu?
CoH3 post launch support?
Data analysis?
Upcoming features requirements?
Bug and gameplay issues?
Workflow issues?
Quite literally the things we hate about CoH3. Crappy UI, no proper post-launch plans, poor priorities/direction, slow studio work output, game (around launch) completely broken with bugs like suppression, mine collisions, AT shots clipping, AA/Skillplanes - you cannot even start balancing the game when these components aren't working properly.
No, I don't think this is a good direction. If I could have someone promoted to COH3 leadership, I would beg Quinn Duffy to come back.
Veteran of design work at Relic? Yes.
Worked on previous RTS games? Yes.
Worked on this caliber game? Yes.
Excelled with his past games' (COH1 COH2 AOE4) responsibilities? Probably, at least didn't fail.
Posts: 2144 | Subs: 2
No, I don't think this is a good direction. If I could have someone promoted to COH3 leadership, I would beg Quinn Duffy to come back.
Veteran of design work at Relic? Yes.
Worked on previous RTS games? Yes.
Worked on this caliber game? Yes.
Excelled with his past games' (COH1 COH2 AOE4) responsibilities? Probably, at least didn't fail.
Hmmm. Wonder why he left Relic when he did?
Posts: 17914 | Subs: 8
Is it good?
I question how is this person the most suitable for the role.
It might not be, but certainly is better then one who steered the game off the cliff.
Posts: 3114 | Subs: 2
I'll be happy to be positively surprised, but it doesn't look like he has experience in leading such a big project yet
Posts: 3423 | Subs: 1
7) People are forced to play Coh3 all day long.
This is cruel and unusual punishment. Especially compared to the other 6 options
Posts: 2144 | Subs: 2
This is cruel and unusual punishment. Especially compared to the other 6 options
I am glad someone got the joke
Posts: 122
Male, Female, THEY - don't give a fuck. All of them are useless. Freaking first content drop, 4-5th month of release, is a coop bridge map.
Send them all to play COH3 to experience their output for the first time, and THEN fire them.
Posts: 13496 | Subs: 1
Posts: 2238 | Subs: 15
Is it good?
I question how is this person the most suitable for the role.
Veteran of design work at Relic? Nope.
Worked on previous RTS games? Nope.
Worked on this caliber game? Nope.
Excelled with his COH3 responsibilities? Nope.
It is the stuff I hate about Relic. Fairly new hire, coming from small/mobile games background, full of linkedin buzzwords and achievements.
When you promote the person who was, in his own words, responsibile for these COH3 components:
• Lead designer and Product Owner of the metagame pod (front end menu and feature development) preparing for COH3 live-ops, then continued on that role post launch.
• Part of project leadership group, who collectively determined feature prioritization and timelines to align with the project's business goals.
• Served as intermediary between project leadership and data analysis team to interpret KPIs and other live data to validate business assumptions, including making detailed requests to the data team for specific investigations.
• Determined high level requirements for upcoming features.
• Assisted leadership group with understanding and addressing deeper workflow issues.
• Responsible for prioritizing bugfixes and triage for metagame and technical gameplay issues.
• Provided mentorship and training for more junior members of the design team.
Front-end menu?
CoH3 post launch support?
Data analysis?
Upcoming features requirements?
Bug and gameplay issues?
Workflow issues?
Quite literally the things we hate about CoH3. Crappy UI, no proper post-launch plans, poor priorities/direction, slow studio work output, game (around launch) completely broken with bugs like suppression, mine collisions, AT shots clipping, AA/Skillplanes - you cannot even start balancing the game when these components aren't working properly.
No, I don't think this is a good direction. If I could have someone promoted to COH3 leadership, I would beg Quinn Duffy to come back.
Veteran of design work at Relic? Yes.
Worked on previous RTS games? Yes.
Worked on this caliber game? Yes.
Excelled with his past games' (COH1 COH2 AOE4) responsibilities? Probably, at least didn't fail.
+1
Posts: 293
No, I don't think this is a good direction. If I could have someone promoted to COH3 leadership, I would beg Quinn Duffy to come back.
I'm sure all us COH fans would love that but its not very realistic. He worked for Relic for decades didn't he? He's at Blackbird now.
Posts: 6
I'm sure all us COH fans would love that but its not very realistic. He worked for Relic for decades didn't he? He's at Blackbird now.
All the good developers left for Blackbird. At least we can look forward to Homeworld 3.
Posts: 293
All the good developers left for Blackbird. At least we can look forward to Homeworld 3.
It is useful to know how little experience some of the people involved with this game had... it does explain a few things. I still hope this could be a step in the right direction.
Posts: 17914 | Subs: 8
Can we give it a rest with woman blaming for the state of COH3? Simply is not relevant.
You are either thicker then MAUS frontal armor plate or one of them and I honestly can't tell which one would be better for you.
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