Combat Design on SWTOR meant creating individual abilities for NPC's: combining raw animations, VFX and SFX, with scripting damage / buff / de-buff affects, ability limitations to create both the affect and visual of the ability. Once the abilities have been created they are placed in an abilities package where I specify the abilities in the package, the skeleton type, weapon, ability cool down and priority.
The video below is an example of one of the many boss fights I designed. Inspired by the environment's sense of verticality, I created a combat package designed to potentially throw an unsuspecting player off the cliffs if they did not retreat from the blast radius of Darth Praven's attack.
Darth Angral's main mechanic is companion locking. Companions (at the time of shipping) increased the players chance of surviving difficult encounters by 40 percent. By adding this companion only stun, the players had to rely on their own skills and made the encounter harder.
STAR WARS: The Old Republic (PC Windows) Released: Dec 20 2011
Combat Designer / Spawner / Worldbuilder
Part of a four-man team responsible for creating and balancing all class and open world combat on 17 entire planets including transitional and story areas
Worked with Spawning, Scripting and Writing teams to populate ambient and combat spaces
Designed and scripted a dozen unique boss fights
Designed, scripted, and assembled VFX / SFX for new abilities for combat NPC’s
Create Whitebox / Greybox levels for Rise of the Hutt Cartel Expansion
The Lord Rathari boss fight created an opportunity to have a staged encounter with each side calling for reinforcements. To balance this encounter I with created aggro packages for the enemies that took the focus away from the player until the certain NPC's died. This let the player take on more enemies and feel powerful.