Tequila Works: Unreleased Game

This project is a 3rd person online multiplayer action game highly inspired by games like Streets of Rage. The players could choose from a number of heroes with different stats and skills, who could be used to explore the city, fight foes and unravel the story.

 

Role: Game Designer
Developed by: Tequila Works

The Project: 3rd person online multiplayer action game
Duration: 1 year
Release date: Cancelled Project
Platforms: PC/Consoles

Technology: Unreal Engine

Art By: Aitor Prieto

My Contributions

  • Design and prototyping of new gameplay features for the game, including an unique rythm-based combat mechanic.
  • Definition of altered states for the characters and enemies, as well as their synergies.
  • Design and prototyping of environmental elements that could empower the character’s moveset, like vaulting poles.
  • Definition of camera systems and modifiers that could help the player track and foresee the combat and traversal elements.
  • Design of the camera avoidance system, which helped to prevent collisions with the environment.
  • Camera balancing parameters for specific situations, attempting to achieve a natural approach that followed the player’s intention.
  • Definition of special camera modifiers for some situations that involved a more specific behavior.
  • Tracking of potential necessary camera post-processing behaviors such as outliners.
  • Camera documentation and balancing.

Definition and flow design of UI elements which were critical for the player’s understanding of the game:

  • Player HUD
  • Player’s progression and skill matrix
  • Dialogues
  • Ping alerts
  • Automated messages
  • Emotes and manual messages menu
  • Damage indicator
  • Map Screen
  • Newspapers and lore-related interfaces
  • System design that support the player’s progression, such as the skill matrix and mods’ screen.
  • Definition of the screen flow, including win/lose screens and rewards screens.
  • Conceptualization of the game’s HUB, a customizable dojo that could be expanded by the player’s progression.
  • Definition of the game loop and different situations that could be achieved due to the multiplayer’s nature of the game, including how the quests were started, death loops and specific online edge cases.
  • Study of different game modes that could empower the desired online replayable experience, and evaluation of which ones could be more interesting to develop.
  • Systems and mechanics documentation.
  • Parameter’s balancing.
  • Communication with other departments.
  • Game reference analysis.
  • Feature tracking.
  • Bug fixing.