An action-packed VR shooter where you wield a magnetic ray to smash up shroomy alien invaders. Features a custom movement system designed for fast, fluid gameplay without motion sickness.
On this project, I advanced from Designer to Project and Design Lead and was part of the production from initial prototypes to finished game.
Leadership
Led a team of 17 people (on-site and remote) to deliver an AA-quality game.
Conducted regular in-house playtests with recording and feedback.
Introduced and conducted 1-on-1 meetings with team members.
Directed the design of UI, UX, VFX, voice acting, and co-directed audio-design & animations.
Cut scope on multiple occasions to meet deadlines.
Design
Designed a new VR movement system, that allowed for fast-paced combat without sickness.
Created concepts and designs for 11 unique enemies, 10 weapons, and 4 types of interactive objects.
Designed and balanced key gameplay systems - HP, enemies, ammo, loot, UI, combat encounters.
Designed and prototyped additional gameplay mode - Combat Arena.
Created and maintained design, level design, and production documentation.
Designed achievements, settings, and credits.
In-engine work - set up and maintained object prefabs, project hierarchy & implemented animations
Created complex level flows in flow graph using custom nodes of my design.
Worldbuilding & Level design
Led a team of 4 level designers (including me) to create 16 levels, block-out to polish.
Defined key features for 13 levels - progression, gameplay features, emotions, and conflict.
Created concepts for 15 different locations and crafted a map layout of the whole game.
Co-created the world, and came up with the initial idea for the enemy race.
Discovered and designed the ruleset for our VR level design and created a how-to guide.