My Role
Game Design
I worked alongside my lead designer to create a Game Design Document (GDD), outlining the game's
core concepts. My role as a game designer involved shaping gameplay mechanics,
player progression, and level design.
Our creative freedom was restricted due to time limitations and uncooperative programmers.
We wanted unique attacks and strategic gameplay, but the programming team was not as
receptive to that idea as we were. This resulted in basic combat mechanics and underdeveloped AI,
impacting the overall game experience.
Despite these challenges, we focused on working within the given constraints to deliver a
"Vertical Slice Demo" – a representative sample of the game. While the combat and AI didn't meet our
ideal vision due to the limitations, the demo showcased our efforts within feasible bounds.
3D Modelling and Design
I made use of Miro, to produce initial drafts and concept art outlining the environment, levels, and
overall design of the playable game area.
Once these concepts gained approval from the lead designer and producer,
I transitioned into crafting 3D Models utilizing Maya and Substance Painter.
My task involved crafting three distinct building types, each with its own set of three upgrade tiers.
It was essential for these buildings to stand apart both within their own tier and from each other.
Given the project's specifications, I opted for a simplified, low-poly aesthetic for the models.
Particle Effects
On top of general modelling and designing, I took charge of creating particle effects for the player,
enemies, and buildings.
These were extremely simple in design due to the art style the game was following.