I was tasked with designing player abilities to add depth and allow users to strategize and customize their playstyle. I designed melee abilities, lightning abilities, fire abilities and ice abilities that players can upgrade. These abilities include various ranged attacks, single target attacks, cone attacks and charged AOE attacks. I documented my design of each ability and their damage calculations before working with animators and developers on implementation. Players can approach combat in a variety of ways using these abilities, making each encounter feel distinct and rewarding.
One of my major contributions to the encounters in Mine Runner was designing various traps and placing them throughout each sector of the game. This includes a gas trap that spews toxic chemicals, a fire trap that releases scolding flames, an electric trap that delivers a shock and a laser trap that radiates a dangerous beam. I was also in charge of tuning the parameters of each trap to ensure that they didn’t feel repetitive or become obvious to players as they progressed through the game. Some traps are always on while others activate only when a player is in close proximity. Additionally, each trap serves a different purpose. For example, the fire trap acts as a temporary barrier that deals damage over time, the gas trap provides area denial and the laser trap tests players’ timing.
Another one of my major contributions to encounters was working with the art team to design both the nonhostiles and creatures that inhabit the mines. I created design sheets for each creature to provide artists with references before they began modeling. Some of these creatures include the mining robot, reptile, brute and mosquito. I was also tasked with setting up combat encounters throughout each sector of the game, tuning enemy curve tables along the way to match players' growing skill level. Using splines, I meticulously crafted each encounter that players have with nonhostiles and creatures. To avoid repetitive encounters, I gradually introduced new creatures sector by sector and came up with the idea of creating enhanced versions of specific creatures for later sectors.
I designed unique attack variations for each creature to enhance their complexity and difficulty. I worked with our animator to finalize creature attacks and helped implement each of them into the game. Some of these attacks include the reptile’s tail swipe and belch attack, the wyrm’s tail whip and fire breath attack, the scorpion’s bite attack and the spider’s web attack. Using wind-up animations, audio cues and visual indicators, I ensured that each attack was relatively telegraphed and readable, giving players time to react. Players can discover new strategies and customize their abilities or equipment to better counter specific attacks. These attack variations made each creature feel like a distinct entity with its own abilities and personality.
Please get in touch if you have questions about any of the work on this site or if you would like to work with me on a future project.
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