KEVIN CHANDLER
Senior Technical Game Designer

Wreck Runners
Link: Wreck Runners
Title: Senior Technical Game Designer
Role: Game Designer/System Designer/Senior Technical Designer/UI Designer
Company: Disruptive Games
Platform: PC, Xbox, Playstation
Engine: Unreal Engine 5
I've been working on Wreck Runners since 2023 and I have had a chance to do a lot of interesting things. Wreck Runners is a squad based extraction multiplayer game with a shared drivable vehicle and physics based gameplay. The best comparison is if you crossed sea of thieves with R.E.P.O. My primary tasks surrounded prototyping systems using Unreal Blueprinting and the Gameplay Ability System to get content out in front of the team. I designed many combat, interaction, traversal, progression mechanics and systems in the game and played a big part in the overall design. I was also in charge of training designers in best practices.
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Created a performant vehicle damage system that works with multiplayer in mind and shows realistic damage at the point of impact
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Designed and implemented the game’s shop systems to create interesting player choices, creating a ”soft role” system for players to lead them down a path to their preferred role on the team
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Designed a layered item modifier system: combat, fragile, and paranormal status effects (low gravity, health drain, voice modification) driven by data assets, built to scale as designers add new effects
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Designed and prototyped a one-of-a-kind vehicle health system with associated HUD elements
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Implemented the game’s economy using a formula that balances the quota the player must reach and the value of individual pieces of salvage balanced against fragility and weight and value of items procedurally added to the levels
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Developed a scenario manager tool that lets level designers script combat encounters, puzzles and gameplay sequences to craft the game’s narrative, consolidating workflow from what was three different paths to just one
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Created the “Paranormal” system which adds a random crazy effect like low gravity or life leech to random salvage, creating a lot of laughs for players and tremendous replayability
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Modified and created vfx to better mesh with gameplay
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Designed and implemented the UI elements for scanning salvage, one of the primary player interactions in the game loop, while communicating at a glance the item’s value, weight, and special properties using only colors, numbers, and icons
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Designed a performant destructible system that allowed for large destroyable forests in a multiplayer map
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Created a dynamic weather system that would change the gameplay in the environment over time
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Created in-game UI elements that appear on screens in the game world, using a CRT material overlay so widgets and images could be manipulated and iterated in a clean widget without having to import any textures to create the effect
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Helped design and tune movement mechanics for the project
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Created tools for designers to rapidly deploy new vehicles
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Helped train designers in best practices for Blueprint scripting for the project
And much much more
Here is a reel of some of design, blueprint and scripting work.
Technical Details
Read on for more details about my work on Wreck Runners

Vehicle Combat
I designed a vehicle damage and repair system for Wreck Runners.
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Systems Design
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Prototype
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UI
