Please note we were a team of 4:
Vladyslav Yuzhanin - Designer
Sofiia Nikonova - Animator
James Peters - Writer
Albert Atherston - Character artist
Greybox to final polish:
ITCH page
Role in the Project
Game Designer:
Conceptualize the overall game structure, mechanics, and unique revisiting feature.
Design levels with a focus on intuitive navigation, player engagement, and environmental storytelling.
Level Designer:
Create grey box layouts for the game areas to define the flow and scope of gameplay.
Refine level designs by integrating modular assets and ensuring seamless transitions between areas.
Implement changes to the first area to enhance the revisiting mechanic, focusing on dynamic updates and replayability.
Technical Designer:
Develop basic programming elements to support unique area interactions and gameplay experiences.
Integrate triggers, environmental changes, and narrative elements to support player immersion.
Project Manager:
Plan and manage project timelines, ensuring milestones are met within the 4-week scope.
Document development progress, challenges, and solutions for submission and portfolio purposes.
Conduct playtests, gather feedback, and iterate on designs to improve player experience.
Art Integrator:
Source and implement pre-made modular assets to create visually appealing and cohesive environments.
Maintain a consistent aesthetic style while aligning with the Medieval World theme.
This is a strategic card-based dungeon-building game where players use cards to construct their dungeon and face waves of enemies.
You play as a student attempting to pass a final exam by summoning and defeating a demon. To succeed, you must strategically use souls, which are collected by defeating enemies, to build and enhance your dungeon.
Survive through multiple waves of challenges, balance your resources, and outwit your foes to achieve victory and complete your exam.
[September 2023 - May 2024]
Gameplay Video
ITCH page
Role in the Project
Game Design:
Designed and prototyped the game mechanics, focusing on the strategic use of cards for dungeon-building.
Created and balanced card ideas, ensuring variety and synergy within gameplay.
Developed the core concept of summoning and defeating the demon as part of the narrative goal.
Prototyping and Testing:
Built a paper prototype to test gameplay mechanics and balance enemy waves.
Iterated on feedback to refine the gameplay experience and card interactions.
Animation and Visual Direction:
Provided creative input for animations and visual effects, ensuring they matched the game's tone and theme.
Overall Design Vision:
Led the development of the game’s core ideas, narrative, and mechanics, ensuring cohesion between gameplay, story, and visuals.