On this project I have worked in a Game Designer position in a small design team. It was an interesting project, granted I've got to worked on an already released title that I was not familiar with. I've started with familiarizing myself with the shipped version of the game, as well as the design documentation for that project, and then the Unity project. Early on I've primarily stuck with researching how levels were done in the project, and created a number of test levels to show off some concepts I thought would benefit the stealth part of the game. From there I've moved onto taking some of the existing scripting and either modifying it or writing add-ons/complimentary scripts to introduce new interactions and features. Below is a summary of the work I've done on Arashi.
Developed improvements and additions to Game Design Documentation.
Redesigned boss fights to provide more engaging and memorable experiences. -
Scripted boss behaviors to demonstrate the design intent.
Added: a multi-phase behavior, boss “charging”, falling rocks with telegraphing, boss stun when charged into a fallen rock, “tar pool”, charge knockback, “hide and seek” behavior, phantom footprints telegraphing, audio telegraphing, redesigned boss arena layouts, experimental smoke density progression.
Projectile deflection mechanic concept, collaborated with another designer to deliver the final prototype version.
Boss arena layout analysis, paper redesigns, design documentation.
Created Action Blocks for traversal puzzles and mechanics, stealth encounters.
Grappling hook interactions including a test implementation of physics interactions with the environment - pushing and pulling physical objects.
Lever with activation via a grappling hook, interfaced with other game scripting.
Drop ladders that could be shot or pulled down via grappling hook or lever.
Tree bridges that could be pulled down with VR-immersive physical interaction.
Complex stealth encounter areas inspired by Sekiro, Nioh and other games.