Project Name | Redcliff Riots | |
Genre | Turn-Based Strategy | |
Positions | Game & Level Designer | |
Work Type | Side Project | |
Production Time | 03/2016 - 03/2017 | |
Team size | 3 | |
Platform | WebGL (Online) | |
Released | 10/03/2017 | |
Targeting | hardcore, male, 24 - 40 year | |
Technology | Unity Engine, C# |
RCR started as a private project besides the work for practicing different genre types with two friends. We prototyped few different design ideas before deciding to focus on a Turn-Based Strategy Game. After we together agreed upon the framework for the narrative background, art style, visual targets, and scope we divided the tasks.
My areas of responsibility were:
Researching TBS genre and Rogue-like pattern & mechanics
Defining the core-loop, game mechanics of the turn & time system, Sanity System, Crumbling map, effects system
Designing rules for the procedurally generated maps and also crafting the individual Tile Sets
Balancing units, roles, skills, effects, stats, turn system, and the progression loop
Our weekly meetings gave us a process to sync, get into the feedback loops and to iterate. After multiple user tests and surveys, we released within a year. This project allowed me to train my balancing skills and creating a unique combat system.