Overview

This game was developed as a non-commercial 1st-Year student project for the ‘Practice
Production’ module at AIE. Our team had only six weeks to put a game together, and we
had never worked with each other In the past.

This page consists of excerpts from the GDD I wrote as part of the assignment.

My Role: Lead Designer/ Project Manager
Team Size: 9 (Designer x3 Artist x4, Programmer x1)

A fast paced, sci-ft themed, Rogue-Lite experience with a heavy focus on procedurally
generated rooms, high difficulty to encourage replayablility, and offering a different
experience on each playthrough.

Three Pillars:
#1 Mastery: Being a procedurally generated arcade game, Mastery was a large aspect of this production.

#2 Novelty: Items, power-ups, cosmetics, story & other game mechanics.

#3 Autonomy: Progression is a key driving point of this game, as player’s success is based entirely around how far they progress and how many rooms they make it through.

Procedural Generation
All Non-Core Rooms (rooms that don’t include the Start, Shop, Item or Boss rooms) are procedurally generated and are populated with various enemies and collectables. The player must make their way through the randomly generated rooms and find the End/Boss Room to complete a floor. Player score is based on the number of scores cleared.

Combat Overview
Player begins with a Standard Projectile Gun or a Standard Laser Gun as their primary weapon. The Projectile Gun shoots fast bullet-like objects in a straight line wherever the player is currently facing, whereas the Laser Gun shoots a lingering beam in the player’s direction.

My Contribution

  • Lead Designer for the Project
  • Design Core Gameplay Loop
  • QA & Testing
  • Composed two music tracks
  • Managed Task Tracking and Team Meetings as Project Manager
  • Liaised with clients (lecturers) to ensure specifications of the project were met.