Isles of limbo

A 2-semester student game project where I worked as the design lead for a 14-person multi-disciplinary team. The game was made in a custom engine which we developed over the course of the first semester and improved over the second semester. After finishing both semesters most of the team continued polishing the game over the summer for the Steam submission.

TRAILER :

iol_combat.gif

Arena-based hack-and-slash combat. Fight off waves of enemies with the weight of your hammer and the grace of your sword.

WHAT DID I DO ON THIS PROJECT?

  • I took the role of a design lead, managing the design team’s tasks and overseeing communications with the other disciplines. I planned meetings and served as the go-to person to talk to about design questions.

  • I managed several of the game’s systems, building many of the primary combat mechanics and working alongside our team’s programmers and artists to implement our designs into engine.

  • I did various technical design tasks throughout the project, including building a Unity prototype for our game in the first semester before our custom engine was ready for gameplay implementation. I also wrote gameplay and UI scripts in the custom engine (we integrated C# as our scripting language on top of the base C++ engine).

  • I set up and managed playtests of our game with users throughout the course of development so that we would be able to iterate and finetune our experience according to feedback.

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