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Free Roam

Unreal Engine 5 · Lead Technical Designer

Overview

Free Roam is an open-world experience set after the events of the MindsEye campaign, designed to keep players engaged once the story was complete. It was planned as a platform we could keep building on over a long period, with new updates and new content bringing players back.

It was built purely with Arcadia tools, on top of a city designed for linear missions rather than open-world play, and with multiplayer in mind for the future. In an open world you have to think about what is happening all around the player at all times, and give them the freedom to decide how to solve the challenge in front of them.

Design

At the end of the campaign the robots are taking over, so Free Roam takes place in an almost post-apocalyptic city where robots walk the streets and people live on while they can. We identified the core things a player would want: challenge, an economy with taps and sinks, transport across a big map, agency and progression. Based on this, we built:

My Role

What I Built

Challenges

Result

A first version of Free Roam was released to the public in the second MindsEye update. It included many of the sub missions but none of the main storyline missions, and it was appreciated by players and mentioned in reviews of the game as something they were happy to see. Without voice acting and with little localisation available, we were not able to tell much of its story through dialogue.

Lessons

I focus on three pillars that integrate with each other: progression, challenge and economy. These pillars must be entwined and solid as a foundation, and everything else should be built on top of them. During early development there was a lot of back and forth over the currencies, and having too many really destabilised development of the economy, which in turn held back the other two pillars.