In this project, the design department developed the main concept of the game, tweaked the mechanics and started building the central game idea around the use of the deaths as part of the game core.
For this, we spent several months prototyping mechanics, developing ideas, balancing features and polishing the ultimate details to create a smooth and powerful experience that the players would enjoy
As a member of the design department, I was also in charge of creating interesting levels that would give the player a challenging experience
The team needed really solid documentation to be able to understand and follow the development of the game concept, so us, as the design team, were the ones who wrote all the documents and excel sheets about game mechanics, levels and other requirements that we may need.
My background in computer science was really useful in this project, as I was in charge of implementing and designing the UI as well as other small behaviours inside the game.
Shaders and particles were needed for the final polish of some mechanics, so we decided to help out the art department by doing them by ourselves.
Analyzing and paying attention to the feedback about our game was one of the keys that allowed to increase it’s quality.
We were also in charge of defining the screen flow and which elements the player should be aware in the UI or HUD. To do so, we provided the art team some mockups so they could develop the final art, which we implemented ourselves.