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My Roles: LEAD DESIGNER, DIRECTOR, PRODUCER
Team of 7
Made in Unity

Released on Steam in September, 2023

Lobber is a top down Hack and Slash Action Game where players beat up skeletons in an endless series of arenas. Using his faithful axe, Lobber can chop off and catch the heads of skeletons, allowing him to perform powerful moves and execute fancy combos!

CONTRIBUTIONS

  • Directed team of 7 through eight-month development period both in Studio and out. Worked closely with designers, engineers, artists, and sound designers to communicate design decisions and keep the vision for the project in tact.
  • Led design team for many of the game's features. Tuned constantly, tested often, and did continuous QA to ensure the experience remained fun, engaging, satisfying, and accessible for players.
  • Acted as producer and project manager. Organized team meetings, updated documentation, and utilized Agile workflows each week. Maintained schedule and task lists through Monday.com.
  • Wrote and maintained design documents for project.
  • Assisted with all kinds of implementation, including code, art assets, visual effects, sound, and more.
  • Setup and observed internal, external, and online (blind) playtesting sessions. Recorded and iterated upon player feedback in order to improve the gameplay experience.
  • Features I Designed:
    -Core Combat System
    -Skull Meter System
    -'Headpopping' Mechanic
    -Enemy Design
    -Level Layouts
    -Traps
    -In-Game UI
    -Difficulty Scaling
    -Sound & Music Presentation

GAMEPLAY TRAILER

DEVELOPMENT PROCESS

Lobber started during Fitchburg State University's Spring 2023 Game Studio Capstone program as a student-run project. It was one pitch of many and since it's inception I was very enthusiastic to volunteer to direct and design for this project. The initial pitch was essentially a 3rd person action game where the main mechanic involved chopping off enemies' heads with an axe and then chucking them at other enemies. From the get-go I knew this mechanic would make for an excellent player feedback loop.

Early development involved a lot of careful planning and time budgeting to ensure we didn't over-scope. We had a small team and a lot to do, even if our MVP (Minimum Viable Product) wasn't super ambitious. Our early goals were to get a simple combat system going where the player could whack enemies and run around a 3D arena. We achieved this quickly and looked to flesh out the experience a bit, leaving time near the end of our initial 4 month dev period for polish. I worked closely with each member of my team in the studio during this time, acting as a producer and making sure team decisions were communicated well.

As lead designer, my approach to design for the mechanics of Lobber was to prototype more, assume less, and iterate heavily on player feedback. A lot of my work during early development was spent writing up and prototyping mechanics myself that I thought would improve and reinforce the game's central gameplay loop. I would then organize playtests and use feedback to inform my decisions about what mechanics were working or which ones needed more work.

A major mechanic that I designed and prototyped was the 'headpopping' mechanic. Since enemies in the game would always seek out the player, we realized that players had little incentive to actually move around the level. To solve this problem, I tried having the skull and health pickups in the game pop out of slain enemies and fly across the map a short distance instead of just dropping at enemies' feet. I also added a bonus to that pickup's resource type if players could catch it before it hit the ground. This created an engaging positioning minigame going on during combat, and encouraged players to move around the level more. It also made for a much cooler spectacle when killing hordes of enemies and seeing pickups flying every which way.

After tons of weekly standups, milestone lists, and meeting notes, we had our first major public playtest at Made In MA Boston 2023. Here, we received lots of positive feedback about the gameplay and visuals. Based on feedback, the team made a major decision afterwards: we decided the game was going well enough that we wanted to carry out a full release on Steam!

It was here that I had to pivot from design to polish mode. During this time I did a ton of implementation for various aspects of the game, including particle effects, sound, haptics, code, and more. It took a few more months to get the game up to a standard that myself and the team were happy with, but we managed to publish Lobber on Steam in September, 2023. The game has only been out for a few months but it's been receiving positive reviews and is succeeding in delivering on the experience I directed and designed the game to have. Very happy with how it turned out!

MY WORK ON LOBBER

Click VIEW to see examples of my work!

VIEW DESIGN DOC

Combat Mechanics

Worked closely with team of programmers and designers to create a satisfying and engaging 3D combat experience. Designed & directed all elements that went into making the player's moveset and input. Iterated on playtest feedback to perfect Lobber's core set of attacks.

VIEW

Skull Meter System

Designed dynamic resource system that allows players to accumulate skulls on Lobber's axe and then spend them to execute more powerful attacks. This includes the chop attack, 'headpopping', and visual design of all associated UI that accompanies this system.

VIEW

Enemy Design &
Balancing

Designed and carefully tuned all 3 enemy types that made it into the final game. Co-designed behavior trees used for enemy Ai to create varied enemy behavior. Used Excel tables, implemented spawner formulas and tested repeatedly to tune enemy spawner values, balancing intended difficulty.

VIEW

Level Design

Worked closely with environment artist to sketch up and prototype various level layouts for in-game arenas, 6 of which made it into final game. Designed and implemented interactable elements such as traps, bonepiles, and more in order to make levels more interesting for the player to interact with.

VIEW

Game Feel

Designed, tested, and implemented systems for player feedback. Screenshake, haptic feedback, visual effects, and more were all added to ensure combat was satisfying, punchy, and engaging. Fine-tuned player combo system and animation timings to ensure attack combos remained fluid and responsive.

VIEW

Team Leadership
& Production

Led design and direction of the project. Held weekly standup meetings, design discussions, and reported to executive producers of the program for frequent progress updates. Acted as team producer, recording progress, making task lists, and organizing communication with remote sound team all throughout project development.

VIEW

POST MORTEM

Listen to my talk about Lobber's development for Boston Post Mortem!

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