Dead Shells

Junior designer

This was my job role in the team and it was still an important role because what we created had to be passed on to the Tech team to develop and if not properly communicated it could come out completely wrong. What we had to do is as follows on the right

  • The game was inspired by rogue-likes such as Hades and Into The Gungeon as a result we decided to do a procedurally generated room system and our job was to design those rooms

  • The enemies are an important aspect of the game as it revolves and taking them down

  • It all begins with an idea. Maybe you want to launch a business. Maybe you want to turn a hobby into something more.

  • Item description

Gameplay

This is how the game plays

Room Design

These are the room designs for the project that were selected and used in the submission build of the game

This is the mini boss room I messed up trying to design the room because the way the system worked was through procedural generation was designed using only square shapes the room on the left was my first attempt only to be told that is not going to work so I did it again and the one on the right was the end result although looking at it maybe there should still be a few adjustments that need to be made.

Enemy Diagrams

These were the two primary enemies I designed there were a few tweaks here and there that needed to be made but overall the design remained the same. The difficulty of the the enemy would be color dependent

Green = Easy

Yellow = Normal

Red = Hard

This is the ranged grunt built to stay away from the player and shoot them with projectiles the different colors will dictate the rate of fire for the projectiles

This is the melee grunt who is there to hone in and pressure the player

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Volcanic

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Castle project