top of page

Combat Design

​​​

The original Family cast I worked with before later-DLC introduced more:

  • Leatherface - Big bulky destroyer, added complexity for chainsaw, hero character

  • Cook - Slow-moving patriarch, blunt but brutal hits, listens for his victims​​

  • Hitchhiker - Quick and savage, giggles and acts out, trapper

  • Johnny - Bulky but fast, intimidating presence, heavy swings, track victims

  • Sissy - Quick and creepy, able to blend in with victims, taints areas and items

The main issue I had with this was the lack of ownership of character abilities and attributes, as these belonged to our 3Cs and meta designers, which had a lot of overlap in the combat experience. So my focus was on combat feel and balance, working alongside those other designers where possible.

Working on combat feel covered things such as:

  • Mocap animation implementation (and the problems mocap can bring)

  • Cooldown and hit reaction effects/animation

  • Camera and screen UI effects (shake, vignette, bleeding etc.)

    • Working with 3Cs on over-the-shoulder camera during chases​

  • Audio and escalation

  • LinkedIn

© 2026 by Rob Green - All trademarked materials by their respective owners.

bottom of page