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Isle of Night Raid

Language Used - XML, C++ (Proprietary scripting)
Tools used - Lumberyard (Azoth Engine), Visual Studio
Role - AI Combat Designer at Amazon Games
Release - Oct 2025
The Isle of Night is the second raid activity setup in New World Aeternum, similar to the Hive of Gorgons raid, and can host up to 10 players in a given instance. This was made by our co-dev partners, Virtuous, whom we supported in the design and development of this raid. In this raid, the players have to fight through hordes of ghostly enemies to find a massive source of power that was contained, and deal with 3 epic boss battles. This raid is designed such that all participating players must coordinate well and set responsibilities for each other while fighting all the enemies of this raid.
For this raid, I assisted with several bug fixes and combat tweaks for all the 3 boss encounters - Twin Jesters, Dahut & The Palatines, and Overlord Thorpe.
Overlord Thorpe:
I took over the process of doing the final audits of Overlord Thorpe's encounter and proposed reworks and difficulty tuning for the fight. This work involved the following tasks:
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Hosted several playtests to understand various player strategies and collect feedback that was used to reinforce the combat reworks and difficulty tuning.
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Reworked some of Thorpe's phase mechanic triggers along with certain combat abilities to spread out the difficulty ramp-up of the fight from start to finish.
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Damage tuning for his abilities.
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Coordinated with audio team for ensuring Thorpe's VO lines were in sync with the appropriate actions.



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