Game Trailer
Gameplay Video
Game Trailer
Gameplay Video
I was a system oriented designer in the team, and took responsibility in designing how some of the new features worked in game. I also worked in the games first skill tree for the games only hero card at the time, the wanderer. I also worked on the following features which exist in the game:
I aimed to create clear and visual documentation for programmers and artists. I gathered feedback of documentation regularly in order to adapt to the teams preferred style. Keeping people up to date was important because many of the team members were remote, so I always gave a short update on main points of documentation.
The project utilised a spreadsheet to unity workflow (.csv) in maintaining the stats, meaning enemy stats would be easily transferred from spreadsheets into unity for a faster workflow. For more situational features I created quick prototypes using Figma. I also occasionally programmed prototypes using Unity C# to illustrate the game feel better on major changes to a feature.
According to player feedback, players wanted to discard cards from hand in order to have more freedom in their playstyle. At the time when player would defeat an enemy and the loot was revealed, they couldn't discard cards already in their hand, limiting the amount of loot they can gather.
Instead of just discarding cards into the void, player could swap them while in the looting phase. To keep the flow of interaction and to prevent players discarding items by accident during gameplay, we opted towards a swapping mechanism instead. Player could exchange new cards between loot and hand, giving the possibility to reiterate on their choice and strategy according to the visible enemy cards in the background. Player could only swap new cards during a battle, but could change their hand fully in a treasure room.
In retrospective the feature was a good addition, as it allowed meaningful decision making, and showed the importance of game flow. It was a challenge to keep things simple and understandable, but in the end the feature came out good.
Sometimes a prototype using assets was more clear than any documentation. Here is an example of an in-game shop example, which did not make it to the game.
I researched player motivation and Break the beyonds skill tree as part of my thesis. The main
goal of the research was to gather data and possible improvement points in the system, and to
gather data on player behaviour during soft launch.
I also wanted to learn different aspects of balancing games by learning from different academic
sources in the industry.
I also wanted to learn and utilize modern testing methods to understand players progression
during the game.
I performed 2 playtest sessions and an online gameplay diary to understand players behaviour
better and to analyze possible points of improvement.