
Game Design: Plaguebound
Project Overview: "Plaguebound" is our capstone project, developed over four months as the culmination of our degree program. Initially conceived as a medieval grass-cutting simulator, the game evolved into a Souls-like adventure based on player feedback and playtesting. Players engage in combat and gather drops by cutting grass, seamlessly integrating combat practice into the core gameplay.
Design Highlights:
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Evolving Gameplay: Transitioned from a medieval grass-cutting simulator to a Souls-like combat game based on iterative player feedback.
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Combat Mechanics: Players learn and master attack controls through the initial grass-cutting mechanic, which also provides item drops.
Technical Implementation:
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Project Management: Led a team of 4, overseeing the project from initial concept to final delivery, ensuring all milestones were met.
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Programming: Developed key gameplay mechanics, including combat systems and player interactions.
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Level Design: Designed engaging and challenging levels that balance combat and exploration.
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UI Design: Created and implemented the user interface, including buttons, layout, and text information, ensuring a cohesive and intuitive player experience.
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IPM (Interactive Player Management): Managed player onboarding, ensuring players understood game mechanics and objectives through clear tutorials and in-game instructions.
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Game Design and Theme: Developed the overall game concept and design theme, ensuring a consistent and immersive experience.
Key Achievements:
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Iterative Development: Successfully adapted the game concept based on playtesting and feedback, enhancing player engagement and satisfaction.
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Comprehensive Role: Balanced project management, programming, level design, and UI design responsibilities, contributing to all major aspects of the game's development.
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Team Leadership: Effectively led a diverse team, fostering collaboration and creativity to achieve our project goals.