Continuum
Awarded First Place in SDGA
Continuum
Awarded First Place in SDGA
On Continuum, I was an designer for the level, items, and bosses. My responsibilities were:
Designing room layouts
Major boss mechanics
Collaborating closely with our narrative writer and programmers
Designing item abilities
Other various roles such as artist, programming, playtesting, and producer
My contributions - World Building
My biggest contribution for Continuum was the world building that player first interacts with. The player first dives into this tower that has a sci-fi atmosphere to it.
The scenario starts with the player confused on how the interior is very different from the exterior, but they find a document and some weapons nearby to start adventuring out into the rooms.
The world is filled with enemies from fantasy and with items that come from different era's of time. We designed the world to be a combination of colliding eras and I wanted to make sure the world felt like that.
The area where this is most noticeable is when the player takes on their first major boss. This would later be revealed to be a NPC that the player had met previous that had been turned. The Time Lich has a strong and terrifying control of the tower the player is in.
The room is very important to the story as it would have transported the player to a different era of time, however due to time constraints we focused on more quality work within our first level which included a full gameplay of a story, talent system, items and boss fights.
My contributions - Items
My other contribution for Continuum was the item creation. These items are what makes playing this roguelike extremely fun.
The main items that I had the pleasure of creating and designing was the Helm of Ram, Dashing Heels and Rocket wrist. All of these items gave a new way to play the game whether that was charging at, dashing away, or shooting at enemies.
With these items we as a team wanted them to fit a fantasy sci-fi theme, so this allowed us to explore many item abilities.
A unique item that didn't make it into the gameplay - but would've been awesome to have - was the Teleporting Kunai. This small dagger would've been a cool playstyle where players can use the dagger to speed run or have fun throwing a dagger at enemies and teleporting to them.
I also was the one to design the items so they take on different time period appearances to fit our aesthetic we were going for.