Work | KCD2 - Game Design

Horses

I had design ownership of the horse feature from pre-production to release. Among other responsibilities, I was tasked with refining controls, polishing movement, tuning RPG constants, adding new features and horse archetypes - in general I was expanding upon the horse from the first Kingdom Come. Since I was also a level designer, I was tasked with implementing horse-related level markup, stables, and handler camps, as well as most AI behaviors related to the crime system.

Additionally, I wrote dialogues and barks related to horses, such as shop interactions in stables, fans cheering during horse races, horse tack names and their descriptions. I named most of the horses in the game.

Below are selected parts of the design described in further detail.

Pre-production designs

Inspired by Stone Librande’s GDC talk on One-Page Designs, I created my own one-page designs for pre-production purposes. Originally written in Czech, in the few examples below I “lorem ipsum-ed” them to emphasize their intended form above content.

Collison avoidance

Together with a programmer and animator, we designed and implemented a collision avoidance system, which made the horse a bit smarter when navigating rough terrain.

The system consists of three rows of raycasts that are only enabled when the player is actively controlling the horse (not during the Follow road mechanic or Follow NPC mechanic). If the raycasts pick up a collision, the horse will react accordingly. Activating the side raycasts will only push the horse sideways; activating all raycasts will force it to swerve.

The length of raycasts is determined by the type of ground material and the horse’s speed (the faster the horse, the longer the raycasts’ reach). If the player is riding along the road, the raycasts are shorter, as we don't expect many collisions and don't want the horse to act independently too often. If the horse is moving over grass or forest material, the raycasts are made longer to allow the horse to predict collisions more effectively.

If the horse repeatedly detects collisions with all raycasts, it will start to buck and after some time it will throw the player, which gives the animal a bit of individuality.

If players maintain forward motion, the horse autocorrects its route using set of raycasts. (Gameplay slowed to 0.7x)

Quick start

Forced rearing

Startling horses

Horse handler

Troughs

In order to make the player's animal companion even more lifelike and to avoid cases where players leave their horse stranded somewhere where it interferes with NPC activities, we created a new prefab of horse parking.

The horse will move to this prefab if several conditions are met: the horse needs to be at the correct distance from the prefab, the player needs to be at a sufficient distance from the horse, and the necessary time needs to have passed to activate the behavior.

The trough also functions as a prefab for the living world design, which we incorporate into the daily routines of NPC horses.

Roleplaying

Authenticity

Media

Stealth

From pre-production to release, I was a part of a specialised team responsible for KCD2’s robust crime system. As a huge fan of the Thief franchise, I fulfilled my dream of designing stealth gameplay - especially when it took place in the winding, shadowy streets of Kuttenberg at night. My goal was to leverage pull versus push dynamics to create interesting scenarios.
I was responsible for designing and implementing several new mechanics, AI behaviors, balancing RPG constants like perception and hearing, working on meta progression, and supporting the quest and feature teams in level and encounter design.

Pre-production designs

Inspired by Stone Librande’s GDC talk on One-Page Designs, I created my own one-page designs for pre-production purposes. Originally written in Czech, in this example I “lorem ipsum-ed” it to emphasize its intended form above content.

Pebble throwing

Dog companion distraction

Stealth encounters support

Items & stealth

Sack carrying

I was the design owner of a new sack-carrying mechanic that was used in various quests and later added to NPC behaviors as well. The mechanic was initially based on the existing body carrying system, but it needed to undergo changes to fit the purpose.

I provided the design for a custom first-person animation set (picking up and placing the sacks); the challenge was to make it visible on screen while looking natural from a third-person perspective - in photo mode or while casting a shadow. I came up with the function and visuals of sack objects themselves and prefabs for their stashing - both static (wooden platforms) and dynamic (wagons and carts). Furthermore, I wrote documentation for the quest implementation and supervised it as well. Finally, I integrated the mechanic into the player's RPG and fine-tuned the stat gains from carrying the various cargo.

Carrying sacks - a key mechanic in the Forbidden fruit quest.