Unreleased Prototype - TxK

- PC Roguelike Turn Based RPG
- Made with Unity
- 6 months development time
- Responsibilities: Art Direction, UI/UX, Level Design, Encounter Design

This project was a prototype of a Baldurs Gate - style roguelike. Featuring turn based combat and procedural encounters and upgrades. 
The player takes control of a small band of heroes and tries to navigate them out of a mysterious dungeon. Each escape attempt, the characters start weak but get progressively stronger through random upgrades found after every combat encounter.

I helped design the power progression and game systems, as well as their usage for the meta-story of the game (think Hades). The game utilizes essentially the DnD ruleset for playing and statistics, but for the purposes of a roguelike game we adjusted alot of them.

I was solely responsible for level design and encounter design. The game uses a grid for combat calculations, so every level had to be perfectly aligned to allow for proper combat. Due to the procedural encounters, specific level layouts had to offer a variety of different combat options, which made designing them quite challenging. Every level had to offer opportunities to play different depending on enemy types, starting position and party level. So a variety of carefully placed choke points, open areas, elevations and corridors was necesarry.
I also worked with a limited amount of bought assets for this project, so I was quite limited in creating different "moods" for the different level layouts. I looked to possible past uses of the spaces for inspiration, so some levels seem like an old library, or a cellar and so on. I also tweaked lighting and ambiance to create a different "feel" without changing any assets.

For encounter design I made use of all the different ways levels could be approached by designing the encounters in a way were the natural level layout would benefit the player, or hinder them. Enemy archers on high ground would have a big advantage, but letting the players spawn at this position allows for more challenging enemies to try to swarm them.
For more variety I set up "stealth-levels" where players could outsmart enemy patrol paths and start combat on their terms.

Canceled Prototype - TxK

- VR roguelike tavern simulator
- Made with Unity
- 1 month development time
- Responsibilities: Game Design, System Design, Art Direction

This game concept and prototype was a combination of the job-sim and roguelike genres. The concept was done for an application to the "Games Förderung".

The player would be in the role of a bartender in a fantasy tavern and get progressively new abilities while trying to appease an ever growing customer base.

I was responsible for the game systems, level design and art direction of the pitch. 

Arkandh - University Project

- 3rd person roguelite with soulslike combat
- Made with Unreal Engine 4
- 6 months development time
- Responsibilities: Character Art, Animation, Encounter Design, Balancing

Aside from the characters, I handled most of the game design and balancing for this project. It features a rogue lite game loop revolving around fighting bosses repeatedly and gaining upgrades with each repeated attempt.
The games most important feature are the boss encounters themselves as well as the players moveset and tools.

I designed the encounters, player progression and handled the balancing of the fights and upgrades.

Ablaze - University Project

- First person VR flight game
- Made in Unity
- 4 months development time
- Responsibilities: Art Direction, Environment Art, UI, Level Design

The player takes control of a fletchling dragon and has to explore an island in order to prove their flying capabilities. This game was made for Playstation VR and uses its control scheme to emulate flying movement to control the game.

For this project I had the task of creating a game world that is fun to fly through. So the main game design involves a lot of ideation and iteration on structures and landmarks which make the player go "I bet I can fly through there". The games locomotion is very intuitive and fun in its own right so the environment acts as the core gameplay itself.

I designed the gameplay loop, environment and progression.

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