June 2021 - Oct 2022 • 3D Sidescrolling Card/Unit Management Game • Design Team of 6
June 2021 - Oct 2022 • 3D Sidescrolling Card/Unit Management Game • Design Team of 6
Work Including;
Lead design and development for 7 unique singleplayer levels across 2 campaigns
Spearheaded 2 separate multiplayer updates in collaboration with interdisciplinary collaboration
Iterated on existing levels using new tools and assets
Prototyped multiple spells and unit cards to diversify character-based classes
Utilized developer tools to integrate Achievements for Console releases on three separate systems
When we redesigned Ursa Peak, I took inspiration from an arcade machine for the mountainous design.
Joining the team midway through production, I got to create a suite of levels for HEROish's second and third campaigns, as well as balancing and iterating existing levels across all three campaigns. The games lane-based design often a unique challenge, resulting in unique level design that is neither 2D nor fully 3D. Those limitations resulted in a ton of unique designs, where no individual level played the same as the last!
What Went Well
Retooled enemy and lane behavior to create new mechanics. In particular, the stealth level Brennor Acadamy came about by taking existing proprietary tools and utilizing them in a new and unique way.
Collaboration with fellow Designers and other disciplines. The close-nit team was able to work off each other to iterate off each other and elevate each level to be the best it could be. When helping retool the first third of the game, I was able to use the skills I'd learned from others to redesign the games earliest levels.
Cohesive narrative and memorable characters helped keep me motivated through the entire project. The levels I made mattered within the story, which provided inspiration and guidance to their design.
Though in retrospect I would argue that the game should have either been 100% multiplayer or have omitted it entirely, getting to design the level Timber Ridge for multiplayer was some of my favorite work on the project. Inspired by similar MOBAs, I got to take our basic multiplayer level design and push it to its max to create a dynamic and engaging battle arena. We even had an in-studio tournament to celebrate the launch; one of the engineers bested me for the gold!
The white lines in Timber Ridge were my concept to help signify Tower range, similar to other MOBAs. This image shows my original mockup (left) and the final art asset (right) which never made got implemented! I don't remember why...
What Went Well
Encouraging players to make tough decisions. By providing side objectives for players, the dynamic of the level forces players to make difficult decisions; work as a team, or split up to control more territory? Capture all the small camps, or hold out at the large camp for the higher risk/reward? Those decisions result in a level that is fun and dynamic to play over multiple sessions.
A/B testing of specific mechanics. Using two different versions of the level, we were able to test and iterate in the best possible direction. For Timber Ridge, this included changing up jungle mob spawns, as well as Lane Tower Range indicators.
What to Improve
Split development time. The time spent on multiplayer levels could have been better spent to improve the sidequests and encounters in the singleplayer experience. Though out of our hands, if I had the final say I would have cut multiplayer, or started with that and done a smaller singleplayer experience
Design blockouts for multiplayer levels. The right design inspired Timber Ridge.
Design Test blockouts from before joining Sunblink. The left design eventually became Brennor Academy.
We also got to take the game to PAX East in 2022!
My beloved cat Livy, named after the games main antagonist, Lavinia