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The Mob

  • This is a 6 man team year long project.

  • The game has been made using a custom game engine.

 

  • Designer responsibilities

    • Create an idea which both product owners and engineers could agree on making. Idea had to have predictable elements for engineers and interesting elements for product owners.

    • Balancing player and enemy statistics, making sure player character is not over powered, and enemies are not overpowering.

    • Design player behavior and individual enemy behaviors for engineers to follow

 

  • Lead Artist responsibilities

    • Design metrics of tiles and heights as basis of all sprites to follow

    • Design and Animate all characters in the game

    • Create wall variation sprites for all levels.

    • Create some of the prop sprites to populate the levels.

    • Create effect sprites for effects which either were too complex for the particle system, or did not fit the artstyle.

 

  • Trials and Tribulations

    • My role in the first half of development was completely on art. The game faced heavy criticisms for lack of balance, being inconsistent with difficulty of enemies. this was because the values were more or less arbituarily set by the engineers. I volunteered to do some re-balancing to the enemies alongside my existing art duties.

    • The above was a constant process for about 3 months. I worked on Excel spreadsheets, using Data-Driven-Design to set the values of player and enemy statistics.These values would change based on feedback from playtests. The result from all this was the game could be paced based on when we introduced new enemies, and how many were placed in a single spot.

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