Defeat the hordes of enemies with your party in order to cleanse Avenor from those who wish to see it fall
Inspirations:
Discussions of a concept concluded with a multiplayer action adventure game. Taking inspiration from Minecraft Dungeons.
Regarding my role, my primary role was handling the design philosophy behind the player's weaponry. These weapon designs were build from a range of games as inspirations for the weapon archetypes.
The game involves battling through waves of enemies to defeat the villains who wished to bring ruin to the city of Avenor.
What went well:
The final implementation of the weapons matched the design specs I had described. Despite the weapons being reduced to one melee and one ranged, both weapons are fun and highly polished.
I also found that my playtesting feedback and design changes were accounted in changes in the final build. Although my level design didn't make the final version due to further polish being needed, the initial design was well built around the game's systems.
Challenges:
During the game's development, when the level design timeline had began to fall behind, there were concerns with the timeline.
To fix this, I joined the level design team and created an early example of a playable level. Despite not having the level included within the final build, the time spent developing the level was a useful opportunity to further work on my level design practice in a different engine.
Lessons:
While some of the content I developed were not featured in the final build, the contributions I made helped towards to widespread success of the project.
If I was to rework my initial contributions, I'd design the weapons with a modular component system in mind. This would help as a method to apply perks and additional bonuses to the weapons to help introduce a wider variety to the weapon pool.
The game won Best Technical Implementation and was a nomination for Best Art and Best Collab Game.