Drunkn Bar Fight
Oculus LinkMy responsabilities in this amazing, huge project changed over 4 distinct moments, as we made updates for a game already released:
Airport Update
Game Designer
Released May, 2022
- Level Design: sketches, prototypes, whitebox, NPC and Item placement, refining with playtest
- Design Guidelines - sketches, 3D models, physical objects - for the artists, sound designers and writers to use as reference for items, level elements, NPCs
- Conducting brainstorms and other collective intelligence methods
- Mechanic design for over 40 items with unique mechanics.
This included implementing and testing it on engine with a unique Modular Component system, done for the game - Design of the Modular Component System together with Engineering and Production department, enabling quicker Item implementation and emergent behaviours, turning the game in a sort of Immersive Sim
- Conducting and responding to playtest
- Complete rework of the game’s UI
- Redesign of NPC spawn system
- The game got #2 on Oculus Top Selling after this update for 3 weeks straight, and kept on top 10. It’s still on Top Selling
Police Station Update
Lead Game Designer
Released August, 2021
- Level Design based on an existing sketch
- Guidelines - sketches, 3D models and diagrams - for the team
- Mechanic design for items with unique mechanics.
Here we also decided on a more ‘playground’ style, making the level destructable and giving the players some vandalism toys✨ - This update alone doubled the number of interactions and toys in the game
- Design and test of a ‘boss fight’ mechanics, ‘boss’ design and Finite State Machines. This ended up scrapped.
- Conducting and responding to playtest
- Redesigning some mechanics, like losing, replaying, punching
- Design and test of the 4 Player Multiplayer system
- The game also became top selling on Quest by then. It kept uninterruptedly as Top Seller.
Black Friday Update
Producer, Creating a Game Design Document
- As producer, we took the update out of a Development Hell that was looping for a few years, releasing in 6 months
- Redesigned and fixed mechanics, giving the game a more systemic approach
- The game had no GDD by then. A full retroactive GDD was made, cathegorizing every single mechanic, NPC, item.
This would later allow emergent systems in the game.
Project Transition
Before leaving the studio, I trained the team of Designers that would follow the project, and prepared some material for them. This included:
- The Character Customization system and UX, that allows for a player to update a photo and use it replacing an NPC’s face
- The concept and ruleset for many items of the Carnival update, together with a whitebox of the Carnival and NPC concepts and dialogues
- A list of Analytics that would be useful to implement