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A shooter focused on influencing player focus through economy designs

Shoot red and blue enemies with matching projectiles, be careful  though, mismatching makes them bigger and stronger!

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Contributions

  • Prototype

Made a simple prototype to test the concept and use as a pitch to the team. 

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  • Core game concept and game design

It was evident in the prototype that only negative handout for mismatching projectiles to enemies was not enought for players to lock focus or care about what enemy color to shoot, thus the economy system was designed.

The economy system consists of a red and blue bar that fills up as corresponding enemy color is destroyed, the bars can get filled several times to reach different tiers, each with their own special abillity to 'cash' out.

To further tempt players to lock on a specific color the bars are drained over time.

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  • Documentation and Scrum Master

Creating and managing GDD throughout the project, which also served as a basis for project management and task prioritization.

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  • Level Design

Made a number of blockout maps, each to test various types of challanges in correlation with the different game versions. Iterated on the blockout maps and kept them 'fluid' during playtests, meaning that they were constantly re-built/shaped to match/test gameplay.

Assessing the previous maps I built the final blockout based on player experiences from the tests. A mash-up of the 'best' parts.

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  • Balancing

Balanced a wide variety of parameters such as enemy/player stats, progression, enemy waves and more.

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Genre: FPS
Players: 1
Duration: 9 Weeks
Team: 9
Engine: UE4
Role: Game Design
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