Showing posts with label Game Porfolio. Show all posts
Showing posts with label Game Porfolio. Show all posts

Wednesday, August 28, 2024

Some Enemy/Hero Design Examples

Several months ago I started writing about some examples of enemy designs I had done back when I was still actively looking for a Design job. I never finished this breakdown, but since I'm low on content for Blaugust, I figured I'd go ahead and publish what I've done so far and count it as a free post for the day! Easy!

At some point I'll probably revisit this post and finish it up with pictures and more examples from FFA and possibly Gloom Busters. For now, I hope you enjoy reading about a few enemies I had a hand in designing.

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Battle Bows Enemy Designs

Battle Bows is a cooperative VR Archery Tower Defense game where you protect your castle from invading balloon enemies

I designed the Battle Bows enemies to come in three styles: 

  • Basic -- Always defeated in one shot and not immune to any damage from powers
  • Advanced -- Mostly still defeated in one shot and have various features that make them harder than basic enemies
  • Boss -- Multi-hit enemies with a twist and always finding unique ways to indicate damage states rather than using health bars
Details of each enemy design are below.

Basic Enemies

The main difference in how basic enemies behave is with their movement speeds and characteristics, for example:

  • The Cyclops is the slowest enemy with the most predictable movement.
  • The Speedster has a repeating jumping pattern and moves much faster.
  • The Ninja is the fastest of the three and has points programmed into its pathways to pause in place as if to appear they are hiding behind a tower, house, or tree. 

Basic enemies are the meat of the game. You'll always find one of these three enemies on the board and while at first they're not a threat, eventually there is a sense of overwhelm that comes with them swarming in numbers.

Advanced enemies

One of my favorite aspects of this design is that most of these enemies give skilled players opportunities to kill them outright with a single shot, or they'll require a trick to defeat them, for example: 

  • The Flier is a Cyclops mounted on a cloud. If you hit the enemy instead of the cloud, it is defeated. If you hit the cloud instead of the enemy, it tumbles to the ground and begins to path to the door.  The flier can float over the wall and go straight for your heart, so you must deal with them quickly.
  • The Phantom can be defeated with one hit, but only when it stops to recast its invisibility spell, otherwise, it is invincible.
  • The Golem drags two bombs behind it. You have to destroy the bombs to blow up the golem. The golem can destroy themselves at the door or heart for a huge amount of damage, so while they move slowly, they are deadly if you ignore them.
  • The Necromancer has three shields that circle around it. If you can aim for its head, you will avoid the shields altogether. The necromancer is named such because it occasionally drops eggs onto the ground that hatch into one of the three basic enemy types.  It also can throw a brain bolt at the player that will obscure their view if they don't dodge the projectile.
  • The Rocketeer raises on a platform from a point in the level, ignites their rocket, and shoots toward the heart. It is the fastest enemy in the game. You've got to hit the rocket, not the balloon, so, most times, this enemy will take two hits to defeat.
  • The Warlock is a slower enemy that likes to lurk along the edges at first and shield itself and other enemies. If an enemy has a shield, you have to pop the shield before you can defeat it.

These advanced enemies begin to be sprinkled in as you get further in the game. For example, you may find only one flier per tower at round 3, but by round 5 there could be as many as three fliers per tower. This not only gives you time to get used to how to defeat an enemy but allows for complexity to build over time.

Bosses

The bosses were by far the most fun and complex enemies to design. 

  • Cubert is a single-hit boss that sits within a spinning six-sided shield that has three charges per side.
  • Snoozer has three eyes that require three hits each, but you have to use a power to wake Snoozer up before the eyes become vulnerable
  • Blinky has five eyes that require three hits each. The catch here is that eyes can regenerate back open if you don't take them down fast enough.
  • The Bomber King circles the outside of the castle alternating between throwing gunk at the player and making free throws on the heart with a bomb.

Every four rounds, a boss appears near the mid-point of the wave. At wave 20, players will begin to encounter two bosses every fourth wave.

Increasing Difficulty

We had to cap the number of enemies that could appear in a wave for Quest 2 optimization reasons, so mid-development we decided to add a move speed, base attack damage, delay timer for the first attack, and then a general attack delay for each enemy. As gameplay progresses through waves, these values adjust to make the enemies more difficult. This also allowed us to define a clear point in gameplay when damage values and speed from enemies would be so extreme we could do our best to avoid infinite gameplay, which would make network costs unpredictable.


FFA Hero Design Examples

Fantasy Fighter Arena (FFA) was a turn-based wrestling game that focused on collecting and leveling heroes. Ultimately the game was canceled in prototype, but it was the first time I was able to work with AI scripting to design how heroes would behave when controlled by the computer. In addition, building and balancing a "kit" for heroes was incredibly fun to do.

We began FFA in a paper prototype setting. As an example, one test character I built at the time was a zombie called "Dusty Erodes," who focused on damaging other heroes who attacked him.

As time went on, Dusty became a female fire elf who had the same kit, but different visuals that still made sense. Instead of being damaged by a contact poison, damage over time was caused by fire. We needed more female characters in the game and you definitely don't want to touch someone whose skin is made of fire!

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Happy Dueling!

Wednesday, February 21, 2024

Tom Purdue -- Level Design Examples

Battle Bows Level Design Example

Battle Bows is a cooperative VR Archery Tower Defense game where you protect your castle from invading balloon enemies

For the first update of Battle Bows, I was tasked with creating a level design that would feature four main enemy doors instead of two. Crafting a complete level of Battle Bows meant the following also needed to be considered:
  • Bringing interesting verticality with ramps, bridges, and ruins
  • Congruity with ramp, bridge, and ruin themes from the original design
  • Ensuring all external pathways ended at the two doors into the castle
  • Adding towers and buildings where enemies could pause, exit from, and hide behind
  • Ensuring there were interesting pathway loops to build tension and enemy pileup
  • Completing outer pathway connections to each other
  • Completing a Boss Pathway that circled the entire castle
  • Finishing with more side pathway connections
Fleshing out the Winter Keep Level Design

The level was first set up using a series of PowerPoint images to accomplish this. This was then reviewed with the Design Director and artists to ensure the concept and the greybox level could be created from the design. 

During the greybox phase, I asked the artists to scoop the level upward on all sides so the castle was sitting at the bottom of a bowl-like valley to help bring even more verticality to the level. Two artists then coordinated with me while finishing the level's visuals to completion, adding pockets of trees, craters, fencelines, skyboxes, icebergs, and more.

The final Winter Keep environment for Battle Bows

I then mapped out dozens of enemy pathways, hidden targets, and exploding barrels during the greybox phase and on into the polish phase until the final product was completed. 

Wednesday, September 13, 2023

Game Portfolio -- Battle Bows

Battle Bows

  • Release Date: July 2023
  • Current Availability: Oculus and Steam (Playstation in work)
  • Release Credit Category: Design Credit
  • Company: WIMO Games
  • Business Model: Paid Game
  • Category: VR 
  • Genre: Wave Shooter Defense
Personal Development Notes
  • Fun Fact: WIMO gifted all employees a fun plushy based on the Speedster character in Battle Bows. They handed us these really cool gifts as a part of a company-wide fun day at a nerf gun arena. Good times all around!

  • Job Highlights: I transitioned out of working on outsourced mobile games to strictly working on VR games in March 2022, and then full production hit in late 2022. Things went much faster with an entire dedicated team and some funding behind it. 

    Besides working on Pitch Deck Creation and presenting the pitch to both internal and external audiences, I was also responsible for GDD creation, level design, enemy design, game balance, and more including daily playtesting and feedback.

    I had a lot of fun being this game's internal cheerleader at our company All Hands Meetings where I was able to update the WIMO team on monthly status during development. 

    For more on Battle Bows level design, see here: Level Design

  • Best Memory: I had the honor to be part of the initial team that led the charge to experiment with WIMO's first VR game, and yeah, I absolutely look back to those days with fondness. There's nothing quite like shooting a white polygon noodle out of a controller like it's an arrow. 

  • Other Comments: The game turned out great and has been polished and optimized with a lot of care. The game also considers those that may get sick in VR with some built in accessibility features -- you won't have to move around much, further minimizing VR sickness. With its accessibility, multiplayer, and fun style, we're hoping it makes a great party game that the whole family can enjoy. Our first major update to the game is coming soon!

Sample Gameplay

As a part of the launch I was asked to make a developer video showing players some tips and tricks on how to do well in the game. 



Tuesday, August 22, 2023

Game Portfolio -- Unnatural Selection

Unnatural Selection


  • Release Date: May 2022
  • Current Availability: Prototype cancelled July 2022
  • Release Credit Category: Design Credit
  • Company: WIMO Games
  • Business Model: Free-to-Play
  • Category: Mobile Game
  • Genre: Simulation -- Breeding
Personal Development Notes
  • Fun Fact: This was another internal Game Jam winner that went on to be developed a bit more as a prototype game. This one was a bit different for us, but the employees at the company liked the idea so much that we decided to flesh it out with a prototype by using our outsourcing partners, Starloop. As the Designer over outsourcing projects at the time, this meant I was our main point of contact for game design and creation.

    This casual, funny fish breeding game was very different than anything our company had ever made before. Creating mashup fish from breeding them together had a great, mad scientist aspect to it, and we leaned into that by creating fish that glowed, wild patterns, and even elemental infusions based on their rarity.

  • Job Highlights: The outsourcing company we worked with to create this game is located in Spain, but their team was assembled from all around the globe. At one point one of the designers I was working with had a solid 12 hours difference in time zones from me. The outsourced designers had created one long GDD, and we spent many hours reading through, editing, and refining the design. Coordination and communication was key in bringing together this project.

  • Best Memory: I loved working with the artist leads at WIMO for Unnatural Selection, and we took a lot of care to select interesting looking fish. It re-ignited my love with owning a fish tank, and I bought one during development. I can't help but play other games with fish in them and think about our similar fish choices when I see it.

  • Other Comments: A lot of times you just want to breed two fish together to see what the heck you get from the combination, which could lead to a lot of discovered fun. Of other note, the game's UI took a lot to perfect, but by the end, we had something very nice for a game that was heavily UI based. There's potential for a lot of fun here, but ultimately the metrics showed there wasn't a long-lasting stickiness to justify going into full production.

Sample Gameplay

I captured gameplay of the full playthrough of the first environment. Not shown is the second salt-water environment and a third environment where players could participate in multiplayer fish breeding events.

Tuesday, August 8, 2023

Game Portfolio -- Apocalypse Hero Tower Defense

Apocalypse Hero Tower Defense

  • Release Date: December 2021
  • Current Availability: Prototype cancelled June 2022
  • Release Credit Category: Design Credit
  • Company: WIMO Games
  • Business Model: Free-to-Play
  • Category: Mobile Game
  • Genre: Tower Defense / Hero Collector
Personal Development Notes:
  • Fun Fact: This was my first game prototype released as a senior designer for WIMO working with an outsourcing company.  As the story goes, when WIMO split from KingsIsle, we maintained many senior staff, but we also lacked the muscle to move on several projects at once.  To those ends, I was put in charge of overseeing the Design of this game by working with our outsourcing partners [x]cube Games.

  • Job Highlights: For Apocalypse Hero Tower Defense, I worked closely with the Producer and Lead Designer at [x]cube games as well as our internal staff, reviewing all GDD documentation, providing feedback on a weekly basis, answering Design questions, and attending all coordination meetings. Each major milestone required a larger feedback review cycle.

  • Best Memory: The developers at [x]cube are located in India, and I loved working with their team.  I would end the calls by casually talking with their Producer for a bit and counting a few numbers for her in Hindi. It was very interesting working around their holiday schedule and learning more about India in the process. 

  • Other Comments: The characters for this game came from War Goonz and worked perfectly in a Tower Defense setting. The characters continued to perform well in advertising testing, but unfortunately, after two iterations of the game, it didn't create the sticky gameplay we were hoping for. We did, however, learn a lot about working with Outsourcing Companies along the way.

Sample Gameplay

The game had a surprising amount of content for a prototype, and I captured complete gameplay footage of the game from start to finish.

Thursday, August 3, 2023

Game Portfolio -- Pocket Duels 2 Card CCG

Pocket Duels: 2 Card CCG

  • Release Date: September 2021
  • Current Availability: Prototype cancelled late 2021
  • Release Credit Category: General Company Credit
  • Company: KingsIsle originally -- Rights transferred to WIMO Games
  • Business Model: Free-to-Play
  • Category: Mobile Game
  • Genre: Turn-based Card Battle
Personal Development Notes
  • Fun Fact: This game was originally made with Wizard101 and Pirate101 characters as a game for an internal KingsIsle Game Jam. Once the split between WIMO and KingsIsle happened, WIMO could no longer use that great cast of IP characters (specifically Merle Ambrose, Malistaire Drake, and Gortez)
  • Job Highlights: For Game Jam I wore a couple different hats. Originally Scott came to me with an idea he had for a two-card battle system using hero characters. With Scott's direction, I first created a tabletop version of the game in Tabletop Simulator (a great tool for game development for sure). This tabletop version helped us play and refine the game and communicate clearly to our small game jam team exactly the card game we were hoping to make. As game development progressed, it became apparent that the team needed someone who could create and implement sound design. I stepped in and filled that role for game jam as well. 
  • Best Memory: Our Game Jam game was extremely polished thanks to some really hard work by everyone on the team. For a week's worth of work, it truly was a thing of beauty. Because of this we won a few awards internally for a job well done -- this also meant a cash prize, which was a nice bonus to receive in addition to the internal accolades.
  • Other Comments: Pocket Duels ended up using the great looking RPG Dice characters for the launch of the prototype, but ultimately the game didn't make the metrics we had set in order to warrant a full version of the game. The prototype went well above and beyond the Game Jam game by adding a guided tutorial, extra rulesets, and a nice PVP battle map. While I wasn't directly involved with the prototype version of the game, it did borrow extensively from the look and feel of the gameplay we created for the Game Jam game.

Sample Gameplay:

Friday, August 19, 2022

Game Portfolio -- Fantasy Fighter Arena (FFA)

Fantasy Fighter Arena (FFA)

  • Release Date: July 2020
  • Current Availability: Prototype Cancelled 2020
  • Release Credit Category: Design Credit
  • Company: KingsIsle originally -- Rights transferred to WIMO Games
  • Business Model: Free-to-Play
  • Category: Mobile Game
  • Genre: Turn-based, real-time PVP Strategy

Personal Development Notes
  • Fun Fact: A lot of developers at KingsIsle and WIMO Games are wrestling fans! Getting to create a game with wrestling themes was a well-loved choice by a lot of our developers. This would end up being the last game I worked on (that I can talk about) at KingsIsle before it was sold to Gamigo's parent company.

  • Job Highlights: I was one of three designers on this game, and I was heavily involved in all early aspects of development: pitch selection, pitch deck creation, pitch presentation, and paper prototyping. During development I was also involved in tutorial creation, helping set up character templates, and designing basic AI interactions

  • Best Memory: Brenton Sewell and I initially invented the first paper prototype of this game in an empty office space at KingsIsle. Eventually we got all the designers on the FFA team involved as we firmed up the rules and gameplay, but I'll never forget playing around with home-made pogs on a paper grid in that office with the other designers.

    This was the first game where I could point to a character and say, I invented this character's kit and movesets, for example, Sparrow! Of course when I invented her, she was called Rhyna because she liked to charge at people like a rhinoceros. Art got ahold of her and she became a barbarian on roller skates, which was absolutely brilliant.

  • Other Comments: The best comment I saw about this game is that it played almost exactly like someone envisioned how Star Wars Chess would play, but with fantasy wrestlers. Unfortunately turn-based 1v1 PvP didn't grab the audience we were hoping to attract, and after a couple iterative changes on the game, it was cancelled in prototype. It's too bad we never got to add an announcer to this game, it would have been pretty hilarious to hear someone calling out moves like in WWE.

Sample Gameplay:

There are several mobile game Youtubers that snatch up everything new in the app store and play it despite having a limited release location of New Zealand and Australia. I loved watching Professor Showtime enjoy our game.

Thursday, August 18, 2022

Game Portfolio -- Gloombusters

Gloombusters

  • Release Date: August 2019
  • Current Availability: Cancelled during Soft Launch
  • Release Credit Category: Design Credit
  • Company: KingsIsle
  • Business Model: Free-to-Play
  • Category: Mobile Game
  • Genre: Puzzle, Coloring
Personal Development Notes
  • Fun Fact: Gloombusters was a follow on match-3 game after Animal Cove where players would earn crafting/coloring supplies through match 3 games and then use those as fuel for restoring color to the world. Players collected Lumis who they could bring with them into match 3 games and use their various booster effects during gameplay. Although Gloombusters never made it out of soft-launch, the cute Lumi characters from the game eventually found a home in Wizard101 as pets.

  • Job Highlights: I was one of five designers assigned to work on Gloombusters. As such, JIRA tasks were divided between us by our Director and Producer. I wrote two or three of Gloombuster's Design Documents, which mainly focused on the city building and crafting portion of the first iteration of the game and an event system meant for late game. I also worked as one of two designers responsible for the tutorial tasks and wrote all the copy for the tutorial text.

    Eventually the second iteration of Gloombusters removed the city building portion of the game and instead focused on restoring color to a coloring book land through solving match 3 puzzles. For this iteration I helped hook up several coloring book page scenes, worked with creative to insert dialog scenes into the game, and again helped with the tutorial. 

  • Best Memory: While brainstorming how players would collect crafting ingredients from playing match 3 puzzles, I had an idea for a grocery bag match 3 piece that would act as a collection point for other game pieces. It was debated for a while but eventually we went with a simpler solution. I still use this as a gag line to my boss when brainstorming, often suggesting that it's clear the solution we're looking for is "bags." 

  • Other Comments:  Unfortunately metrics for the game didn't warrant a full launch of the game, but we learned several valuable lessons in its creation. I'm happy that Gloombuster's cute Lumi characters found a home in Wizard101.

Sample Gameplay:

I can't seem to find any footage of the first iteration of Gloombusters, but I did find some footage of the second iteration!

Wednesday, August 17, 2022

Game Portfolio -- Animal Cove

Animal Cove

  • Release Date: October 2017
  • Current Availability: Removed from App store February 2021
  • Release Credit Category: Marketing Credit, Writing, and Design Credit
  • Company: KingsIsle
  • Business Model: Free-to-Play
  • Category: Mobile Game
  • Genre: Match 3, Puzzle, Simulation
Personal Development Notes
  • Fun Fact: When the game launched it made the featured list on the app store and was KingsIsle's first mobile game to ever be featured.  We celebrated in the office!  

  • Job Highlights: This is the first game I worked on as a Game Designer. This is the first game I worked on as a Writer. This is the last game I worked on with a Marketing credit. It was in fact, Animal Cove that allowed me to transition from Marketing to Design. It's a tale in three parts.

    Part 1: When Animal Cove was still very early in development, corporate wasn't happy about the way the story was headed, so they initially turned to me to help spice up the dialog. I went a little crazy with it at first and was re-writing Harper as a goofy sergeant. Obviously, some of my ideas were a little too out there, and I ended up toning it down. A lot of the early jokes in the game were from me.

    I also penned several random dialog lines that would pop up when the animals would walk around and think to themselves. I also helped script the initial cut-scene that was eventually removed from the beginning of the game. Eventually the creative team had more bandwidth when a new writer was hired, and I was freed up.

    Part 2:  I was really busy. I mean it. I was too busy. This was mostly my doing, but as good of a face I put on in public, I was bordering on a nervous breakdown. I was playing the part of Community Manager for two MMOs, all Public Relations, and all Social Media for all of KingsIsle's games.  It was too much for one person, but I somehow found a way to make it work. For Marketing, I put in all the initial groundwork for hyping Animal Cove, prepping social sites, and writing and reviewing press releases.

    Part 3: I needed a change at KingsIsle, or I was going to break. As it turns out, Animal Cove was in dire need of someone to keep building match 3 levels, and I convinced my various bosses to let me try my hand at it. IT installed Unity on my laptop that I carried back and forth to work, and I took a quick crash course in Unity. I'd then go home after work and on my own time, sit down at the kitchen table after dinner with the family, and work again late into the night crafting my first match 3 levels. They liked what I was putting out, and I managed to convince them (and they were gracious enough) to let me shift over to Design. They hired two people and outsourced a PR team to replace me.  

  • Best Memory: Honestly, my best memories were when I switched roles and joined the Animal Cove Design Team in the office work area, working side-by-side with Andrew Riehm and eventually Justin Hodges as we made match 3 level after match 3 level.

  • Other Comments: Had Animal Cove remained profitable, I would have gladly continued designing match 3 levels for it into the thousands of levels! Definitely check out this dev diary where Scott and I talk about the game, and I talk about how I used give all of my levels goofy names.

    For more on Animal Cove level design, see here: level design

Sample Gameplay:

Did you know that there are entire YouTube channels dedicated to Match 3 level playthroughs?  Dmitriy Nikitin was an absolute hero and captured pretty much all of our levels in Animal Cove, so I still have these to look back on and watch.  Here's level 599 that I talked about in the Dev Diary.

Wednesday, August 10, 2022

Game Portfolio -- RPG Dice, Heroes of Whitestone

RPG Dice Heroes of Whitestone


  • Release Date: January 18, 2022
  • Current Availability: Available for download on iOS or Android
  • Release Credit Category: Design / Writing Credit
  • Company: WIMO Games
  • Business Model: Free-to-Play
  • Category: Mobile
  • Genre: RPG Board Game

Personal Development notes
  • Fun Fact: After Dice was launched into the app stores and ended up doing really well, WIMO responded with some fun swag for the employees. The coolest swag was a big set of lawn dice where the number one was replaced with the RPG DICE logo.
     

  • Job Highlights: I was originally brought on to the Dice Team to help with the tutorial and other tasks until I was assigned to work on another game. Some of the enemy team compositions in Chapters 3 and 4 of the Campaign were originally pieced together by me, and I had a hand in crafting a couple of the tutorial sequences for the game. I also assigned the tiles to one of the Relic Adventure boards, but I honestly can't remember which one it was.

    Later, when Dice was transferred to WIMO upon the sale of KingsIsle and without a full-time creative writer on staff, WIMO turned to me to help them with writing in addition to my other duties as the Senior Designer for Outsourcing. The Main Campaign Story for Chapter 7 was written by me as well as the Relic Adventure stories for Chapters 3 through 6. The Goblin Tile text and several Skill Check Tile texts were written by me as well.

  • Best Memory: I was invited to participate in the first internal playtest of the game, and you could just tell there was something different about this game that made it special. Everyone was excited about it. I remember being in a meeting about the playtest results, and my only comment was something to the effect of  . . . Congratulations, this game is really good! 

  • Other Comments: There's a great team at WIMO behind this game, and they continue to work hard by bringing new, and regular updates to players! I can't wait to see where this game is in a year from now! It just keeps getting better.

Sample Gameplay:

I sat down the other day and recorded video of the first half of the Chapter 5 Relic Adventure. At the end of the video there's some summoning, hero leveling, and a fight with the Guild Boss, which should give you a good idea of what you'll find if you play RPG Dice, Heroes of Whitestone.