Hypixel Inc.

Hypixel was the first company I ever worked with in a professional capacity. I joined the company in a consulting Game Design position, doing everything from initial ideation to QA testing. Our team, the Hypixel Player Council (HPC) was the swiss army knife that kept the server on the bleeding edge. I was primarily responsible for the Skyblock game mode, the most popular mode boasting, at its peak, over 200,000 concurrent players.

Responsibilities

Role: Consulting Designer (HPC)

Team Size: Core team of 12, Additional Team of 50+

Timeline: Joined August 2020, Team Dissolved August 2023

Reference Page: https://hypixel.net

Game Design

Conceptualized content updates from start to finish working closely with art and programming departments to develop complex combat encounters and write extensive in-game lore.

  • Crafted intricate combat encounters by describing individual attacks with their associated animations, visual effects, sound effects, and damage values.
  • Mitigated MMO grind by expanding and improving skill progression, focused especially on fishing by adding new sea creatures and events.
  • Wrote and edited over 20 novel like lore books creating the game's first implementation of narrative at scale.
  • Balanced and adjusted hundreds of in-game items looking at performance data, in-game trends, and community perception.
  • Interfaced directly with select high-level members of the community to address widespread concerns about upcoming or current gameplay updates.

Expanding Upon Existing Systems

Coming soon!

Creating Unique Enemies

Problem:
One of the most frequent issues our team(s) encountered was how to make visually and mechanically unique creatures. Minecraft has many technical limitations that prevent truly unique designs, so what's the solution?

Solution:

The team leveraged existing tools to create complex creatures with intriguing character designs and narratives, allowing for unique player experiences. We achieved this by combining existing creatures together, leveraging AI, and spawn conditions.

One of the biggest issues with Minecraft development in 1.8.9 is the lack of creatures and enemies present. There is realistically only a group of twenty or so creatures that make naturally good enemies. So we worked to find ways to combine enemies, for example stacking Magma cubes on top of each other to create a snake-like creature. This allowed us to have low-cost development but yield unique results.

Another area that Hypixel excelled in was Ai enemy designs. When I joined the team they had already created extensive infrastructure to create player-like enemies using player character models. This allowed the team to use player skins to create visually unique enemies. Furthermore, because these were actual players, technically, we had more room to innovate with mechanics. One such example was the Phantom Fisherman, which was able to wield a fishing rod that when hitting the player would slowly reel them in.

Spawn conditions are vital for an interesting combat encounter, whether that's a giant dragon that flies in from the distance or a mushroom that explodes into a giant beast, without interesting spawns, players may lose interest in the battle or miss them entirely. It's because of that that we worked so diligently to create unique spawn methods. Largely this revolved around item-based or time-gated spawns -- with the latter being where the bulk of my enemy design time went.

Creating an Immersive World

Problem:

Minecraft has no true way of delivering a complex narrative. The best option is usually the Book & Quill, but it has a character limit per page of 256 characters per page. This makes it difficult to convey a lengthy narrative.

Solution:

With the lack of cut-scenes or voiced dialog, the team opted to focus on delivering a narrative that was interesting to acquire and piece together. Rather than a linear experience we utilized mesmerizing dialog, unforgettable characters, environmental storytelling, and detailed long-form narratives.

One of the first challenges we needed to address was how the story would be explained, was this a linear narrative or a more open-ended player-driven experience? Given this was an MMO we opted for the latter with a relatively hidden story that only the most dedicated players would seek out. In this sense, the narrative was something for players to grind for and discover, rather than something delivered immediately. We did this by scattering pieces of journal entries across select experiences, like dungeons, that the player could only find after exploring an area fully.

Arguably the most critical part of creating a game narrative is having interesting characters, and that's an area we focused a lot on. While Minecraft might not have the most technically impressive infrastructure, we were able to use (written) dialog and visuals to make characters unique. A frequent design choice was to have a somewhat open-ended dialog that wasn't necessarily answered by one NPC, but a series of them. This helped motivate players to seek out the answers to the otherwise strange dialog and not just read it and move on.

The last area we put a lot of effort towards was long-form narratives. Minecraft has a book system that is pretty pathetic if I'm being frank. It is extremely restrictive, only allowing 256 characters per page with a maximum of 99 pages. Even though this was a major challenge I continually pushed for this medium as something is better than nothing. This resulted in a series of journal entries the player could find throughout the game -- many of which I wrote or heavily edited.

World Map

A map depicting the world of SkyBlock


Example journal from in game.

A story journal called the Apprentice