Darren Weekes

@tddaz.bsky.social

Senior level designer at Splash Damage Arcane brush monkey. Amateur photographer. When I'm not gamedeving, I'm riding my bikes very far! https://tddaz.artstation.com/ https://youtube.com/@darrenonabike

Strangely beautiful cut out for a doorway leading *somewhere* at Kenley airfield. My level design brain is telling me this is 100% a secret bunker housing government experiments that have broken free.

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Incredible overlaps of systems and enemy behaviours. The Droideka has a huuuuge shield but if you push it into stuff it takes damage through the shield. Even force pushed it into my own guy for a few extra points of damage :D

Yeh this is my one gripe in an otherwise pretty flawless game. Not being able to control where your guys start means it puts my sniper at the front, low ground and my scoundrel at the back, high ground.

The satisfaction of a perfect overwatch :D Cool to see they implemented combo movement, it really speeds up the action and makes moments like this way more impactful. There's even the push+impact mechanic from Midnight Suns used on a few abilites which gives even more opportunities for tactics

Some things that stuck out to me in Zero Company so far: - Non combat switches to 3rd person exploration. Speeds up levels considerably. You do lose fine control over positioning of your guys when combat starts again tho. - The story/characters are really good! Recommend this one :)