
Details:
Genre: Adventures, Platforms
Engine: Unity
Platforms: Multiplatform
Players: Multiplayer
Company: Drakhar Studio
Publisher: Outright Games
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Roles:ā
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Game designer
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Level designer
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Narrative designer
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UX designer
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Economy designer
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Contributions:
Game & Level design
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Levels and hubs design from their conception until the final product. To achieve this, blockings of levels were made since early-development in order to test and iterate on them until having the desired result.
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āDesign of immersive, intuitive and enjoyable environments inspired infilm locations, seamlessly aligned with the narrative.
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Level design iterations based on playtesting with players belonging to the target audience.
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Implementation of interactions and collectables. Including support interactions to make platorming well-driven and easier for the youngest ones.
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Levels iteration due to modifications on the main mechanics (by customer's request).
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Implementation of game feactures such as customization system, events, missions and game progression with visual scripting tools
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Definition and schematization of the game flow.
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Definition and documentation of the main mechanics for the playable characters.
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Whiteboarding of character mechanics and minigame difficulties.
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Objects and interfaces animations to improve feedback and gamefeel.
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3D cameras design and implementation:
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creation of camera points around the game to have great view of the environment
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camera parameter settings according to the needs
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camera colliders, zones and transitions between them
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Mapping of PC and consoles controls.
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Narrative designā
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Writing of the game script, tutorial texts, conversations and dialogues between characters. Including the texts for the main missions, secondary missions and cinematics.
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Implementation of texts into the game engine.
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Coordinated with animation team to design the cut-scenes.
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UX design
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Design of the flow between all screens along the game.
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UX design of mini-games and story screens taking the previous game interface and games focused on the same target audience as reference.
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The design and flow of the interface was made with the intention of being able to show all the necessary information in the most accessible way possible in addition to facilitating an intuitive navigation for all types of audiences.
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Economy design
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Definition and distribution of rewards system in minigames and side quests.
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Items classification and shop.
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Definition of the minigames difficulty systems.
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