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King Slayer is an isometric action adventure game developed over a period of 6 months by a team of students at the La Salle College.

 

As Lead combat designer I worked directly with the creative director and lead programmer to develop a combat system that aligned with the game's creative vision. Over A period of 7 Months I worked with a production team consisting of 13 students from various disciplines including, Game Design, Game Programming, 3D Modelers, Animators and Audio Engineers.

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Throughout the duration of the game's production I undertook the following responsibilities:

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Student Production Team

  • Designed,Documented, and authored the player character’s locomotion, melee combat, and special abilities

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  • Choreographed and Implemented 12 custom animations with the lead programmer, animators and junior combat designer that aligned with the game’s creative vision

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  • Designed and Implemented Special Player Abilities to work with 3 distinct enemy gameplay types

 

  • Authored and balanced a player morality system directly affecting combat gameplay mechanics

 

  • Working with lead programmer, level design, and creative director, designed and authored 3 balanced  unique enemy types

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  • Designed and Documented two boss character’s locomotion, melee combat, and special abilities

 

  • Implemented one boss into the game’s final build with the lead programmer, and animators.

 

  • Designed, documented and balanced the game’s final boss, his abilities, and moment to moment gameplay

 

  • Recorded in game voiceover for 4 characters in the game *

 

  • Designed and implemented all visual combat effects to provide the player with visual feedback.

 

  • Effectively communicated both player and enemy combat actions visually, while aligning with the game’s creative vision.

 

  • Specified character movement and combat requirements and choreographed them for the animators

 

  • Designed and implemented all combat audio feedback

 

  • Conducted live external playtesting sessions, to identify frustration points in the game.

 

  • Made adjustments to combat systems based on player feedback to deliver a solid gameplay experience

Combat Animations

 Development Cycle Responsibilities

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