My Role on the Team:
 One of our major design pillars is that Scrapyard should be an enjoyable experience for both hardcore fighting game veterans and people who have never played a fighting game. As a result, I spent much of my time on the team working with a custom hit
 Using a separate tool built by our engineers, I was able to iterate on things like the damage each move deals, animations speed, knockback values, spawning projectiles, air velocity, ground velocity, etc. 
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