Role: Designer / Programmer / 3D Modeler
Worked on:
Prototype
Mechanics Design
Combat Design
Level Design
3D Assets modeler
UI / UX
Golden Phase
Genre: Action RPG
Engine: Unity
Platform: PC (Itch.io)
Team Size: 5 People
Duration of Project: 6 months
Role: Designer / Programmer / 3D Modeler
Worked on:
Prototype
Mechanics Design
Combat Design
Level Design
3D Assets modeler
UI / UX
Golden Phase
Genre: Action RPG
Engine: Unity
Platform: PC (Itch.io)
Team Size: 5 People
Duration of Project: 6 months
This is a project that I worked on for four months during my second year at Event Horizon. I model all the 3D elements, create some of the VFX, and create some particles. With only one programmer, who had to manage the entire project, I worked to script some codes to help him work more effectively on other project elements. I utilized Adobe Illustrator to create icons for the UI in order to assist the single 2D artist who must oversee the entire project.
All this period help me a lot to increase my skills in every element of a project.
Operation on Planet Vee is an Action video game in which you will find yourself playing the role of a spaceman. You must each the Planet Vee to accomplish an Operation of disinfestation, from creatures that are going to destroy the ecosystem of the planet.
I took advantage of the opportunity to create several prototypes during this phase of my studies, to learn how to create prototypes
During the prototyping of this game, I helped a lot with the programming part, I made the player's movement and initial combat, and the player and screw system
While designing the game's combat system, I began to think about what the most important elements of a fight were, analyzing the references and came to the conclusion to create a fight that was “easy to play, but difficult to master,” to do this I worked mainly on the combat feel and on feedback.
When I was designing the combat, I took into account that the player must feel that they have complete control over their character. Inputs must be responsive and accurate, without lag or uncertainty, and combat must allow the player to perform actions such as dodging or counterattacking at the right time.
Flashes of light, particles, explosions or screen shakes can make attacks more powerful and tangible. The movement of enemies and their reaction to attacks (such as stuns or movements) are important to make the action believable.
The amount of encounters during the game affects the pace of the game and its difficulty and avoid monotony, so I created a system that allowed me to create different groups of encounters and that each group is associated with a level of difficulty
During development I also worked on enemy behavior, creating a behavior flow for the various enemies in the game, and giving the programmer the ability to more easily create the behavior script.
I worked to establish a strong foundation for the level design throughout the project's pre-production phase. I used bubble diagrams and metrics to plan out the structure of the various levels.
Once the pre-production ends, I start to work in Unity to create the 3D env using the Pro-Builder tool, and then export and import it in Blender to adjust the mesh, clean the geometry, and texture it.
In this project, I wanted to understand better level design principles, reading more about level design and architecture. Here's the list of the book I took notions from:
Architectural Approach to Level Design: Second edition, by Christopher Totten (2019)
During this project, I learned a lot of things about both design and programming but not only that, and also the approach to design I had was radically different from the one used in previous projects, this game made me take a big step forward as a game developer.