ROLE
Technical Designer
DESCRIPTION
Open-world survival game developed using in-house voxel game engine Elements Engine.
RELEASE YEAR
TBD
GENRE
Survival, sandbox
PLATFORMS
Multiple platforms
REFORJ
Open-world survival game developed using in-house voxel game engine Elements Engine.
Open-world survival game developed using the in-house voxel-based Elements Engine. Craft, build and fight your way through a colourful world!
DESCRIPTION
Technical and Gameplay Designer
ROLE
Multiple platforms
PLATFORMS
Survival, sandbox
GENRE
TBD
RELEASE YEAR
4J Studios
DEVELOPER
CONTRIBUTIONS
Reforj is an original IP game developed and published by 4J Studios. I joined the project in its pre-alpha concept stage, where we primarily focused on the 3Cs (character, control, camera). I also contributed design writeups, helped balance the crafting system economy, and made the first enemy prototype in-engine.
I was paired with an engine programmer to rapidly iterate on enemy AI and combat mechanics. I made feature requests to expose Elements Engine tools for designers, and balanced enemy mechanics to create the first prototype the Tunneler Scout mob.
I conducted in-depth market research on planned features. I contributed design to most game features and took ownership of the mobs documentation. I came up with a set of attributes shared by all mobs (e.g. where they live, what they eat, what loot they drop) and added tables to each doc for easy readability. I created Photoshop mock-ups to aid artists reading the docs.
I worked in Excel spreadsheets to help balance and calculate stats based on multiple inputs to help balance gameplay. I also contributed to balancing the economy spreadsheets, especially in regards to mob drops and crafting.
TOOLSET
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Elements Engine
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C++
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Excel
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Photoshop
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Documentation
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TFS version control