Nathan Weatherford
I was born in Houston in 1990 and grew up addicted to Doom, Goldeneye N64, and Star Wars Galaxies. In 2018, I created Hitbox with the goal of bringing my own ambitious game idea to life using Unreal Engine. More than a decade of experience in creative and technical fields has given me the drive to always keep learning and the skillset to teach and motivate others to deliver their best work.
Experience
Hitbox Interactive
Owner
2017 - Present
VocalPoint Consulting
Project Manager
2015 - Present
Sony Digital Imaging
Sales Trainer
2012 - 2015
Limelight Wedding Photography
Owner
2010 - 2012
Education
Valencia College
Associate of Arts
2009 - 2012
New York Film Academy
Directing Certification
2008
Production Management
I first gained production experience when a New York Film Academy program landed me a gig in 2008 as a set production assistant on the TV show Unsolved Mysteries. Seeing the coordination and process efficiency of senior production immediately hooked me. I worked in various production and creative roles for TV and film until I transitioned to IT Project Management in 2015.
I was quickly promoted to VP of Project Management at VocalPoint Consulting; responsible for planning, managing, and executing complex IT infrastructure deployments for organizations with thousands of employees and multiple stakeholders.
This allowed me to start Hitbox in 2018. I consider managing production in game development to be the culmination of my production skills both in entertainment and IT. The unique challenge of managing the unholy mash up of art & code, personalities, motivations, and timelines to create a product made to bring joy is something I don't think can be found anywhere else.
Game Production Management Experience
Responsible for agile workflow tools and procedures to keep remote team members informed of sprint goals and motivated on task.
Scheduling and leading meetings and stand ups.
Training team members on project specific processes such as source control, task time tracking tools, and asset naming conventions.
Creating job and contractor posts, interviewing, creating tests for candidates, and onboarding.
Maintaining budget targets by negotiating wages and agreements with third party vendors.
Managing feedback cycle and scheduling QA, beta, and performance tests.
Managing marketing content release schedule.
Amicably resolving any personality issues.
Writing and maintaining process documentation.
Making ultimate decision on features to scope, implement, and cut.
Examples of Work
Process document I wrote for contractors that have not used Perforce source control before: Link
Phone system project plan presentation I prepared while consulting for a national funeral home conglomerate: Link
Multiplayer Programming
I began programming with Blueprint in Unreal Engine in 2018 because I view implementation as the nexus of everyone's effort put into a game like a video editor is for a film. I committed to a regimen of intensive self study and eventually completed all of the Udemy and YouTube courses I could find.
Through my many thousands of hours creating, refactoring, and fixing, I've fallen in love with being able to implement my designs to exacting detail... and the dopamine you get after solving a nasty bug.
Programming Experience
Creating blutilities and other purpose built actors and teaching designers how to use them.
Multiplayer game code for listen and dedicated servers for multiple platforms.
Integrating custom and Unreal Marketplace modules.
Integrating third party services such as Steam, Vivox Voice Chat, and AWS Gamelift.
Network profiling.
Optimizing gameplay actors for network performance with net cull distance, rep notify, and replicated variables.
Hiring and managing gameplay and backend programmers.
Administering Perforce and productivity tools.
Implementing full controller support for menues and gameplay.
System Examples
Procedural Player Spawning, Gameplay Actors, and Loot.
Player Abilities.
AI Director.
Dynamic Team Switching.
Replicated Destruction.
Drop-in & AFK support.
Directional Enemy Death Animations.
Persistent Progression & Character Customization.
Synchronized Multiplayer Execution Montages.
Wall Climbing & Vaulting.
Health Wounding.
Dynamic Objectives.
FPS Weapon Spread, ADS, Sway, Recoil.
Art Direction
Environment Art Direction
Hired and directed a team consisting of an environment technical artist, level designer, and two environment artists to create open environments for multiplayer battle royale style gameplay in Unreal.
Level documentation I wrote: Link
Character Art Direction
Hired and directed a team consisting of three character artists and a rigger to create modular clothing for male and female base mesh. Pipeline software included Marvelous Designer, Z-Brush, Maya, Substance, and Unreal.
Clothing Pipeline process document I wrote: Link
Character Technical Art
Animation Pipeline
Created animation and weapon systems. Hired and directed a team of animators to create first and third person animation sets for items and character. Pipeline software included Maya and Unreal.
Item rigging and character animation pipeline process document I wrote: Link
Expression & Dialogue Systems
Created character expression and localized dialogue synchronized mouth movement systems.
User Interface
Main Menu
Implemented all menu graphics. Created systems for dynamic menu camera, options menu, class selection, and cosmetic selection with Steam support. Hired and directed graphic artist.
FPS HUD
Implemented all UI elements and systems including compass pinging, inventory, player buffs, XP, objectives, and tutorial tooltips. Hired and directed graphic artist.
Gameplay Design
I consider myself a designer first when it comes to game development because the player's perspective should always be considered regardless of the task. I study and draw inspiration from every game I play. RPG, FPS, and RTS games make up the bulk of my player experience.
Third Person Player Design
Third person allows for greater situational awareness and immediately lets the the player know that they're now on the AI's team. Design inspired by Splinter Cell Blacklist. The ability unlock system is inspired by Elder Scrolls Online.
Example of characters I designed and implemented: Link
Design Methodology Breakdown (Expand)
What's the goal? This is usually answered by an issue present in the game loop such as a match going on too long, too high of a difficulty, or something feeling too repeatable.
What makes it cool? If it's not novel in some way or adding production value then it's probably not be worth adding.
What makes it intuitive? Things must always make sense to the player.
What does it make the player feel? I believe the essence of engaging gameplay is evoking emotion. Whether the feeling is positive or negative, that is what I want every one of my designs to do.
What's the feasibility? Involving everyone that will need to contribute to executing a design is necessary. Otherwise, the final implementation may be a shell of the concept and fail to meet the above criteria.
What's the beginner's mind? In my experience, the best designs are rarely straight design doc to code. A proof of concept allows dialogue with QA and players to improve and truly shine.
AI Enemy Design
The roster of AI enemies ultimately represented types inspired by horde shooters like Left 4 Dead, Killing Floor, and Vermintide. These games make heavy use of disabler and bullet sponge enemies which posed a challenge because of design constraints that required a party be able to split up and the game not using automatic weapons.
AI Enemy Design Breakdown (Expand)
I designed and implemented the following enemies:
Shambler - The cannon fodder of the roster and most common enemy type during the early game. This enemy was designed to provoke anxiety with its classic zombie like movement appearing from the fog and put pressure on the player to loot and leave the area quickly to save on ammo. It rewards headshots by not dying in one hit unless hit in the head and punishing the player for missing the head by often falling to the ground and crawling forward, disrupting player aim level.
Feral - The fast enemy that appears more as the game progresses to increase difficulty. This enemy is capable of moving the same speed as a sprinting player and can sometimes perform a pounce to damage them even during a full sprint. Introducing a limited stamina bar to the player made this enemy type feel like a real threat despite it dying to one shot anywhere because most weapons do not have more than 6 bullets and cannot be reloaded while sprinting.
Shooter - The ambusher. This enemy appears relatively often and fires a ranged repeater at players from cover if it's available. It presents a more difficult aiming challenge than the melee enemies and forces the player into cover. Increased player weapon sway while moving makes these difficult if not dealt with quickly.
Suicide Bomber - The immediate threat. This enemy appears rarely and broadcasts its presence with loud visual and audio cues because of the high damage it can inflict. It was introduced to punish players for sticking too closely together. It was tuned to move relatively fast so it pulls the player from what they were doing to deal with it as a priority target.
Grenadier - The area denier. This enemy appears a bit more often than the suicide bomber. It hurls Molotov cocktails that create a fire damage area. It was introduced to force players out of interiors and create areas of denial that will challenge trained map knowledge.
Witch - The stealth enforcer. This enemy is extremely rare. It has relatively high health, making it difficult to kill alone. It is completely invisible but has a loud positional audio cue to incentivize the player to use stealth to avoid alerting it. If alerted, it moves much faster than the player can sprint and must be damaged to be staggered repeatedly or it will almost certainly kill the player.
Pot Head - The teamwork enforcer. This enemy appears somewhat often and is identical to a Shambler except that it is armored and cannot take damage unless flanked. It incentivizes players to work together by flanking when it targets another player and sometimes gives a great feeling of accomplishment if able to land a shot through its front armor.
Loot Goblin - The game changer. This enemy appears extremely rarely and has a safe on its back that is immune to damage. It is the only enemy that runs away from the player instead of attacking, promoting chasing it down with teamwork to cut it off, kill it, and receive a large reward of loot.
Demon - The ultimate threat. Only one of these appears per match and this enemy cannot be damaged by any looted weapons and has no direct attacks. It requires placing coils to weaken and then banish with a scripted event. It was made to personify the AI director system because defeating it wins the game and make the process of becoming a monster more intuitive.
Game Mode Design
The goal was to combine game modes from totally different multiplayer games to work together for unique appeal. The result was a fusion of battle royale from PUBG, asymmetry from Evolve, and horde AI from Left 4 Dead with a theme of Cowboys vs. Vampires.
Game Mode Design Breakdown (Expand)
Getting the game loop to a point where it felt intuitive was a challenge because the mechanics of each of these games are not complimentary on face value. For example, every player starting as a human and then unlocking the ability to turn into the monster was one of the most difficult things to make feel intuitive because the player is effectively switching sides mid-match. In this case, adding a character that represents the concept of evil, the demon, helped solve this issue by simplifying the concept for players that they are earning favor with the demon by taking actions against their fellow humans, with the ultimate reward of becoming the monster.
The genre mash up presented a challenge with which emotions to reinforce for the player. The obvious emotion for the overarching horror theme would be fear. However, this was at odds with both Co-op and PvP elements. The co-op experience would diminish fear by virtue of having a friend there for you. The PvP elements would diminish fear by compelling the player to increase their screen brightness and override the emotion with competitiveness. By designing to instead evoke anxiety, the game became a much more consistently emotional experience for players. For example, shifting from directing the player through a nearly completely dark forest into a jump scare to instead brightening the forest, adding view distance restricting fog, and emphasizing unsettling environmental sound design to cue a player monster nearby.
The initial design was not feasible for me alone to execute due to the amount of gameplay actors that would need to be present such as AI traders, multiple enemy types, in-match player monster abilities, and hunter abilities. Instead, the game was broken up into design stages, emulating the game it was inspired by, to refine those specific gameplay elements. This strategy allowed me to gradually implement the initial design over the course of 3 years.
Each build was tuned with design changes from tester feedback and iteration on the inspiring game's mode took roughly 1 year each mainly due to me being sole gameplay programmer.
Audio Engineering
Examples
Blueprint instance compatible replicated sound effects, reverb, and room tone. Created these actors for use by a sound designer so that the same environmental sounds will play for all players within net cull distance to solve the problem of desynchronized audio over network and enabling use of more varied sound effects. Supports use in Blueprint child actors so sound can be set once in an actor instead of manually in levels, saving hundreds of hours of work and allowing adjustment in inherited sound templates.
Auto ambient audio occlusion system that can be placed once in a level and uses the engine's collision system to occlude exterior ambient sound instead of having to place volumes manually, saving hundreds of hours of work.
Scripting dialogue, auditioning, and directing voice talent.
Implementing replicated audio for gameplay events.
Created dynamic music system for gameplay events.