There are a lot of different foundations and features that make up Mirror’s Edge Catalyst - and even more people creating them. In this post series, we’ll go behind the scenes to ask a few questions to DICE team members – all responsible for different aspects of the game.

First up is Rickard Antroia, Lead Gameplay Designer for Mirror’s Edge Catalyst.

What’s your role on the Mirror’s Edge Catalyst project?

- As Lead Gameplay Designer, my role is to coordinate the vision and define design goals for navigation and combat, making it consistent with the world of Mirror’s Edge Catalyst.

How does a typical day look like for you – if there is such a thing?

- The days can be really different. They usually involve tweaking of navigation, and combat aspects such as health and damage, which is the relationship between Faith and her enemies in combat. I often look at things created by other team members, to make sure that their implementations are going in the right direction towards the vision for Mirror’s Edge Catalyst. I also gather feedback for the game, just by grabbing people around the DICE offices to be part of tests to try out the daily tweaks.

Can you tell me about one specific task you’ve worked on recently?

- Yesterday was a good day; I added a slow motion effect for when Faith reaches her critical health state. When your health is low there’s a short window where you can save yourself from a fatal situation, so we added a second or two of slow motion for when this happens. This gives the player an obvious indication that he or she needs to act.

- This looks cool too. During the short slow motion moment, the enemies and shots in the air look really striking, and the fact that you’re not controlling your character in the speed you’re used to creates an effective, disconnected feeling – almost like a mental punch.

Why is working on Mirror’s Edge Catalyst such a great experience for you?

- First off, I’m a huge fan of the first game. And there are a lot of aspects that Mirror’s Edge Catalyst explores that not many other games do – like the unique first-person combat, first-person navigation, and a strong narrative. It’s fun to tackle the challenge of combining these things, since every aspect needs to really be up there in terms of quality. This is a game that stands out - and making that happen is a great challenge.

What are your feelings about the upcoming Mirror’s Edge Catalyst launch in February?

- Mainly that there’s lots to do (laughs). Compared to the original game, many features have been considerably ramped up, so we’re working hard on systems for health, combat, and navigation. But I love the process - and we’re really getting there with Mirror’s Edge Catalyst. Already in this state, it’s really fun to run.