
Gerald Poon
Lead / Principal Game Designer
Bleeding Edge (2020)
'Bleeding Edge' is a competitive online 3rd person brawler containing over a dozen heroes, a large number of skill mods and an assortment of maps. Familiar classes such as tank, healer and DPS allow players to settle into their favourite roles, and quick 15 minute matches encourage experimentation with different characters and team combos.
We had a very small development team for a game of this size and ambition. There were only two designers for the majority of production; the Creative Director and myself.
Level Design
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Designed 5 of the 7 maps in the game.
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Worked closely with the environment artists to ensure the maps played well and are visually consistent.
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The process usually consisted of deciding on the theme and location of the map, then roughly blocking out the geometry in greybox and begin playtesting as soon as possible.
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The level remains in white-box as tweaks are made until the overall balance and layout feels solid.
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Level transitions into final art, with care to maintain the important gameplay elements and make sure they are not lost in the process.
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Shown below are the maps I designed for Bleeding Edge.





Combat Design
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Aside from levels, I also acted as the secondary Hero/Combat Designer.
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Designed and prototyping many of the characters and abilities, including ideas and implementation for passives, regular abilities and ultimate powers.
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Designed and implemented most of the character mods, which act as equip-able gear that provides additional powers and bonuses.
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I helped design the characters below.






Media Relations
The game also afforded me the opportunity to participate in several showcase events such as E3, Gamescom and XO19. E3 in particular was a highlight as it was my first time there, and an event I wanted to attend for as long as I can remember. Being on stage in front of a live audience at XO19 was also a memorable moment.