Game Designer
Microventures
Role: Junior Game Designer (Combat)
Duration: 6 months
Platform: Android & iOS
Engine: Marmalade
Team Size: 15
Language: C++
Microventures was a senior capstone project that encompassed a full suite of developers including artists and composers. Mobile gaming was just starting to show its potential and we were excited to explore the new opportunities afforded by the nascent platform.
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In Microventures, players experienced a classic roguelike adventure that was innovated by procedural storytelling. As players navigated through randomly generated dungeons, their results would affect and inform a cohesive story we generated with the help of our writers. We successfully created our target mobile experience where dungeons could be played in less than 5 minutes, but the overarching narrative gave players rewarding long term progress over multiple play sessions.
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My primary responsibility on the game was combat design. I tuned the player and enemy level up progressions as well as designed, programmed, and balanced items and their drop rates. I was especially proud how gameplay was distinctly different between the three playable heroes and dungeon difficulty scaled to challenge players with consequential decision making.
Highlights:
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50+ items with unique effects (teleportation, aoe effects, enemy charming, etc)
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5+ enemy types with distinct AI and attributes. (ranged, evasive, brawler, etc)
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3 playable heroes that encouraged different playstyles (knight, wizard, rogue)
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10K+ downloads on the Android Store
Gallery
Snapshots of Microventures during development. We started with procedurally generating dungeons, to working out pathfinding, to a playable with placeholder art, to a playable on mobile, and finally the finished product with awesome art assets.
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Procedurally generated storytelling preceded every level. The story would dynamically adapt to the outcome of each level played.
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A talented and fun group of developers. We bonded a bunch over all nighters every Thursday because we enjoyed it for some reason... It wasn't always play though, as sprint planning was meticulously executed to keep us on track.
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We might have sacrificed an entire all nighter to accomplish this feat, but this group right here, with the countless support of others, finally beat Jamestown on Legendary difficulty. (Clement, Chris, Fletcher, and Gerrit from left to right)
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