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Phong Trinh
Technical Combat Designer

Owner of Tommy's Dam and part of the Left Behind DLC
Design, script, and facilitate production across departments for set pieces, puzzles, progression, cinematics, NPC AI behavior, and accessibility features
Designed and implemented combat navigation accessibility feature that allowed fully blind players to complete mandatory combat engagements
Coordinated overhauls to several puzzles and levels utilizing data from focus tests to improve player experience and progression consistency
Owner of Doors and Melee
Document, illustrate, pitch and communicate designs for new systems and concepts in Maya, Photoshop, and Premier for both the technically and artistically minded teammates
Work closely with animation, programming, and art to define, create, and maintain gameplay systems with an emphasis on scalability and network efficiency
Facilitate efficient production pipeline between departments to polish new and existing systems to shippable quality
Dead as Disco
Technical Combat Designer
Fight to the Music
< UNMUTE THE VIDEO! >
First designer
Owner of all Combat, Progression and Gameplay
Creative design and technical implementation
Driving features from concept to completion with a fully remote and international team
PERSONAL
Less is More
A painter trades their eyes to a demon in exchange for power. The battlefield is your canvas. The blood of your enemies, your paint.
SUMI adheres to the philosophy of minimalism, to distill an experience down to only it's most fundamental parts. It also aims to be stylish and really really cool.
Each and every action in a player's kit had to earn it's place by providing unique gameplay utility, advantages/disadvantages, and of course oozing style. This same philosophy applies to UI, art direction and most all aspects of the game's design.
BERSERK
Developer
BERSERK x DMC x Musou
Practice project to get familiar with a more "realistic" art style.
Animation layering in combination with Unreal's Motion Matching sample for Gut's locomotion as well as his cannon charging mechanic.
Trying out different techniques for "realistic" gamefeel.
A challenge of capturing Gut's speed and power while also selling the weight of his Dragonslayer.
DARK SOULS 4
Developer
High Fidelity
The goal of this project was to try and produce a simple short scene with as much fidelity as possible. Some technical animation practice as well.
Locomotion system from scratch with only 6 animations:
Idle
Movement Start
Walk
Run
Movement End
Shield Arm Overlay (Optional)
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