Space Engineers: Frostbite DLC

The Frostbite scenario was the first scripted narrative update for Space Engineers, and required an overhaul of the scripting system in order to implement all the designed functionality. The mission could be played though in single player or with up to 4 players online, taking role of a salvage crew tasked with retrieving a mysterious package from deep under the frozen surface of Triton. Explore the planet's mining bases to salvage resources and learn clues as to where the inhabitants have gone, but be ready to defend yourself from waves of hostile AI drones!

Frostbite is a narrative-based DLC release for the voxel sandbox survival game Space Engineers. Players now have access to compact tanks for lighter builds, as well as new door types for their bases and ships. The DLC includes a story-driven scenario where players must fight their way across the frozen surface of the planet Triton to uncover its secrets.

Studio: Keen Software House
Released: March 2020
Platform: PC, Xbox One
Engine: VRage

Role: Technical Designer
Team Size: 10+
Duration: 5 Months

My role on Frostbite was first to collaborate with the programming team to identify ways of improving the existing Visual Scripting Tool made for scripting custom events and missions. Working closely with tool developers, we were able to bring the tool’s capabilities up to the level of similar visual scripting solutions such as Blueprints and Playmaker. After these updates were implemented, I wrote an extensive guide to instruct community members on how the tool could be used to script their own custom scenarios and post them to the Steam Workshop.

Secondly, I was tasked with utilizing the upgraded VST to create NPC drone behavior for AI controlled ships. Using visual scripting I created hostile and friendly AI behaviors that could identify targets, move to intercept, and deploy specialized weapons or defenses according to the situation.

My third task was to enable level functionality for the scenario to correctly trigger quest-log notifications and HUD markers, spawn enemies for combat encounters, and play voice-acted audio logs to deliver story information.

Lastly, I worked to port the scenario over to Xbox One console once the PC release was finished. This required utilizing the VST’s increased power to target drains on the game’s performance and mitigate them. These performance tweaks were later incorporated into the base game for improved performance across all modes.

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