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SUMMARY OF MY WORK
COMBAT DESIGN
Improving combats by designing a rational combat system made for our audience.
Balancing a variety of characters around the system.
Fine tuning movesets using Animation key frames and the Animator system from Unity.
Creating documents such as glossary to make the system accessible.
SOLD PROMISES AND SECURING THE SYSTEM
How we adapted mechanics from traditional 2D Fighting games to a larger audience.
The development was already one year long when our game design team arrived. We had graphic assets (animations, characters, UI etc), a targeted audience but a very rough system. So, we decided to focus our energy on reusing the existing assets. We then modeled their usage on traditional fighting game ideas. And we did reach a logical system, but which was inherently flawed. The system was too complex and using already existing assets made it less comprehensible.
We then made the choice of creating our own system focused on our target, casual players! While staying true to the genre we made a lot of decisions based on the idea of accessibility. As such, we designed an automatic protection and we threw away many complex mechanics. Finally, we made several iterations based on our rationalization of the system and we managed to come up with an intelligible and playable system!