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GAMEPLAY VIDEO

10 Members | 2 Designers | 5 Weeks

Resilient is a brawler made for PC and it was developed in Tengine (an in-house engine) during five weeks. The team consisted of 10 students, 2 designers, 3 programmers, and 5 artists.

Description

You play as a woman who got kidnapped and experimented on in a laboratory. From these experiments, you have gained superpowers which makes you able to shoot lightning to stun enemies and fireballs to damage them. Fight the people who are trying to capture you and make it out alive to regain your freedom!

3 Levels, 3 enemy waves per level, and 3 different enemy types.

MY ROLE

  • Lead Designer

  • Planning

  • Prepared & Held All Presentations

  • Gameplay & Mechanics Design

  • Narrative Design

  • UI/Menu design

LEAD DESIGNER

Resilient was developed from my game idéa so we worked from my GDD. I prepared and held the presentations and sprint reviews. I also managed the planning throughout the project and was in charge of most of the major decisions.

GAMEPLAY/MECHANICS

Since we developed the game from my idéa, I was in charge of the the gameplay and the game mechanics and the overall feeling of the game.

LEAD DESIGNER

Resilient was my very first game project, it was also my first time having a leading role in a project. It was quite challenging as it was a completely new experience for me to work with the different programs and manage the planning within game development.

 

It also proved to be challenging to work with Tengine, since a lot of our work was limited and dependent on the programmers. Working with Tengine meant that our possibilities was limited and we had to strongly consider what was worth putting in the game. This left less space for mistakes.

Looking back at the project I know I over-scoped. We managed to finish the game - with almost all our goals met. However, some things could use more work.

Two important things I learned from this project - which ties together:

  • It's not always wise to have the game mechanics too dependent on each other.

  • Playtesting is key, make sure you have time for it!

PLANNING

I was handling the planning throughout the project. This included making a google excel layout for the different disciplines. I prepared the presentations throughout the project, and I held them together with my design colleague. I also prepared all sprint reviews and held most of the meetings within the group.

GAMEPLAY & MECHANICS

MECHANICS

The main game mechanics that the player has are being able to throw:

  • Lightning - which stuns enemies

  • Fireballs that damage enemies.

The player character can also pick up ammo for each superpower, the ammo is scattered around the levels.

The player can hold up to 10 lightning and fireballs at the same time.

ENEMY TYPES

I wanted to make the game more challenging as the player progresses. Therefore I decided to have three different enemies, a new enemy gets introduced on each level.

The player can differentiate them by color-coding. The standard enemy is yellow. The blue enemy is faster, which was to encourage the player to use the lightning mechanic to slow them down. Lastly, the red enemy is slower but deals more damage.

UI/MENU

I collaborated with our artists to make the design of the UI in-game as well as the menu. I directed approximately what I thought the UI elements should look like.

The first image is an example that I made of the options menu - we used a screenshot of the menu scene and then I used Adobe Illustrator for the icons. The second image is the menu in game.

Lead Designer
Gamepay & Mechanics
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