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Combat Design

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

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  • 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

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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.

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Working on combat feel covered things such as:

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  • 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.

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