Glenn Smits
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Trailer of final play day presentation

Project Details

Position:           Lead Gameplay Design / Combat Designer
Time frame:    September 2017 - July 2018 (planned)
Team size:      ±30
Short brief:      "A First Person battle royale shooter with a unique        theme and mechanics: multiple play zones, NPC combatants, quick player deployment and universal upgrade resources''

Software:
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Description

The Survivors is an Arctic Western battle royale where 100 players fight for a claim in the Yukon gold rush. In order to set this game apart from the existing, fierce competition, we set ourselves apart with various unique mechanics:
- Multiple shriking play zones, which the players get some downtime from before new zones appear. The zones ultimately bring all players together in one final standoff.

- Quick player deployment. Players select an area on the map where they will instantly spawn when the match starts. Teammates spawn together at the same campfire.

- NPC Bandits to fight for loot, making the map feel alive.

- Universal upgrade resources and quick-access upgrade UI.
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Set of in-game items.

My responsibilities include balancing all 4 guns and deciding on their possible attachments (scopes, magazine extensions, ammo types).

I have also balanced loot rates based on player feedback and game data, and decided functionality of the health kit and weapon upgrade systems.

Responsibilities

- Lead Gameplay Design: supporting the team in designing, developing, implementing and iteration the various gameplay mechanics. Responsibilities include but are not limited to: planning, decision making, vision holding and presenting progress to stakeholders.
- Combat Design: designing the core combat loop of the game and balancing the relevant mechanics, such as movement, gun behavior and utility items.
- Designing and implementation of mechanics unique to the Battle Royale genre
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Example of the same weapon with various scopes.

Contributions include:

Crosshair design, HUD layout design and implementation, and decisions on seperate FP weapon rendering at 45° FOV

Takeaways

- Pre-production experience to brainstorm and prototype unique mechanics
- Early vision establishment and clear division in responsibilities in vision holding.
- Open team dynamics to identify improvement points in the workflow. This allows improvement of communication, pipelines, development details and overall team morale.
- Logistics and overhead of setting up playtests with large groups  (±80 people).
- Stakeholder status updates for feedback improve the decision making process, align team vision and keeps team members up to date.

A squad of players seeking shelter from the raging storm.



Trailer of an alpha version of the game:
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  • Home
  • Projects
    • Age of Wonders: Planetfall
    • The Survivors
    • The Key Tax
    • Stone Wing
    • Gavrilov's Appliances
    • Slush Rush
  • Others
    • Motion Capture
    • Prototyping
  • About