This page describes my involvement on indie project Space Rush – a top-down, rogue-lite action experience. I am also providing screenshots of some of the most relevant designs I have created and implemented into the game. The project was unfortunately stoped mid-development due to lack of development resources.
Overview of responsibilities:
– Designing & Implementing of Player & Non-Player Characters – Game systems design & Level Design – UI/UX design – Leadership and Project Management
Characters
Space Rush contains multiple playable characters. And variety of enemies with unique behaviors to fight against.
I designed and implemented baseline for Characters’ Systems – supporting multiple modular components which unified majority of features across Player and Non-Player characters while allowing for all kinds of adjustments in character behaviors.
Controls
Scheme of player abilities & controls.
Character Modules Architecture.
High-level look at modules which comprise any character in the game and relations between individual modules.
Additional examples of designs relating to Characters.
Playable Characters
Big part of experience of the Space Rush is it’s multiple playable characters. Each with it’s unique ability kit, and set of upgrades specifically created for them – these upgrades are selected in rogue-lite randomness fashion and are refreshed each playthrough.
Two examples of character ability kits which I designed and implemented.
NPCs
For implementation of NPCs we utilized a Behavior tree asset which we adjusted to our custom needs. Following image is a “template” for creating specific behaviors for Enemies & Pets.
Enemies
In summary enemies chase after player (regardless of ‘line-of-sight’). And once they get in range of one of their abilities – which is off cooldown – the ability is performed.
Pets
Pet are helpful NPCs, which follow player around and either attack enemies or protect player from enemies.
Level Design
Levels were designed to be visually stunning & replayable. Implementing a Quest System to provide secondary sense of direction, while main goal being to achieve a Highscore.
Quest system Design
UI/UX
To achieve better User eXperience. A health bar and essentially information are located above the playable character in game space. While the less important information remain in HUD.
Mobile build was also considered in early stages and design for controls & mobile UI/UX was made.