CoH3 Live Ops - Steel Shepherd Overhaul
- Cam White
- Jul 7
- 4 min read
Company of Heroes 3 is a AAA real-time strategy game set in the Mediterranean theatre of WW2, focusing on intense tactical combat in fully destructible environments. Strategic choices come to the forefront in this installment with the addition of the Italian Dynamic Campaign, allowing players to approach RTS Missions how they choose and tell their own stories.
On this project, I was a Campaign Designer. As the project transitioned into Live Ops I moved into a Product Owner role for the RTS single player area.
In this role I lead multidisciplinary teams of 5-10, pitching features to leadership, prioritizing tasks, and reviewing work. My implementation work generally focused on systems design, Lua scripting, and narrative tasks.
Steel Shepherd
The Steel Shepherd release for Company of Heroes 3 was 5 months of work from planning to ship. It was by far the largest update since launch and coincided with the release of the first expansion pack, Hammer and Shield. The focus for Steel Shepherd was to overhaul areas of the game to improve player sentiment and retention.
The group I was leading overhauled the onboarding experience and redefined the narrative tone targeting two key retention drop offs identified in telemetry. This led to collaborative initiatives across all departments where I defined tasks, reviewed work, and managed scope to ensure cohesion between all the pieces coming together.

Onboarding Flow
After evaluating player feedback and telemetry, our team's belief was that the opening of the game wasn’t showing off our best content, and that the tone wasn’t living up to player’s expectations from past entries in the franchise, leading to the steeper than expected drop off in player count.
To address these issues I defined a set of tasks aimed to reworked the first-time user funnel of the game. Our team removed a forced tutorial mission previously in the boot flow and replaced it with the game’s trailer, overhauled difficulty selection screens in the main menu, rewrote cinematic dialogue, and reworked the first mission in the campaign. Essentially reworking the golden path from the boot screens into the campaign.

A huge amount of these changes involved collaboration with the UI team. Notably I coordinated the overhaul of various HUD elements as well as the campaign difficulty selection screen. This screen in particular addressed an issue where 70% of players were playing on Easy- an unusually high percent we believed to be due to a lack of clarity in the campaign selection screen.

Tone Shift
The other part of the changes were focused on shifting the tone of the game. I worked with the Art Director to redefine the target tone for narrative. Aiming for a more gritty, human tone in our dialogue and visuals, taking reference from Band of Brothers and Saving Private Ryan.
A large portion of my tasks for this area involved rewriting dialogue in the opening cinematics. Since we had an hour with each voice actor, I also had the opportunity to review and revise dialogue throughout the game to ensure consistency with this new tone. This all together involved writing around 200 lines of dialogue, along with directing voice talent in recording sessions.
While my implementation focus was on the dialogue rewrites, I also directed the revamp of the first mission in the campaign. My support for this mission involved:
Reviewing mission, dialogue, and camera sequence iterations from designers
Identifying UI and Art tasks, like improving the objective and tutorial tip UI
Identifying engineering tasks, like adding moving landing crafts to the intro
Coordinating map design support to create an imposing feeling on the beach
Result
The Steel Shepherd update successfully launched in December 2023 and was one of the most rewarding of my career. The team was fully aligned with the direction of the tone change which created incredible momentum. Players also embraced the changes as the game saw a +50% increase in monthly users and a boost in player sentiment.

Comments