VULTUR is the largest project I have worked on, with the largest team I have worked with. VULTUR started development with a team of 4 members to a total of 7 members by the end of development and took one year to reach the alpha release.
My main roles on this project were the lead level designer and lead weapon designer.
In the early stages of development, our smaller team size required me to take on dual roles as both programmer and designer. I contributed to the development of the weapon systems and designed the in-view aiming mechanic, which the team ultimately selected as our primary aiming system.
As the lead level designer I was tasked with guiding the players gameplay experience, structuring the overall narrative the player would undertake throughout the gameplay. I adopted an iterative design approach, continually refining each level to align with our intended player experience.
The level creation process involved multiple stages of iteration. It began with the planning phase, where I developed paper prototypes for each level. These were followed by greybox versions, which underwent extensive playtesting. Using feedback from these sessions, I iterated on the designs, fine-tuning each level to enhance the player’s journey and better align with the player experience we aimed to deliver.
This process deepened my appreciation for the finer details of level design. I found it thrilling to observe how subtle changes in elements like lighting or framing could drastically influence how players navigated a level. Through this, I expanded my understanding of how designers can guide and shape a player’s experience. I began to see myself as a tour guide, leading players on an immersive journey through the world we created.
As the lead weapons designer, my role mirrored my responsibilities in level design; aligning mechanics with the intended player experience and validating them through testing. Unlike level design, weapon development progressed in order of complexity. This iterative approach allowed me to create overlapping mechanics, tailoring weapons to a diverse range of playstyles. This afforded me the opportunity to learn a different and unique skill of designing tools for the player, compared with designing the games base mechanics.
My goal was to craft a cohesive gameplay experience where each weapon supported different strategies, from aggressive combat to long-range tactics, while giving players the freedom to experiment with various combinations. Through continuous refinement, I ensured each weapon was functional, engaging, and versatile, ultimately contributing to the game’s balance and enhancing player immersion.