Role: | Game design lead |
Employment duration: | 9 Months (August 2013 – April 2014) |
Company: | Team Karmaflow |
Engine: | Unreal Engine |
Achievements & Awards: | Indie of the year 2015 Editors choice |
Available on: | Steam |
Summary:
Karmaflow is the world’s first rock-opera videogame. An immersive puzzle-platform experience led by orchestral rock music, featuring several well known metal singers.
During this project I was the lead game designer within the indie studio called Basecamp Games. Because I was responsible for the overall game and level design I was involved in nearly every aspect of the game. In this capacity I gave direction to a team of three designers.
Next to my duties as a lead designer I set up and maintained the Subversion Network, servers and render farm for use with the Unreal Engine. I would be happy to tell you more about this project in person.
Responsibilities:
- Set up the workflow and tools
- set up and maintained the subversion, servers and ticketing networks
- Provided guidance to other designers, programmers and artist when in need of help
- Set up a level streaming system
- Collaborated with the rest of the designers in making the core gameplay mechanics
- Collaborated with the composer to create a system which combined meaningful, causal player choices with the cinematic and orchestral nature of the game.
- Collaborated with the rest of the designers in making the overal level layout
- Made the terrain of the first world
- Made the Ice cavern of the first world. (level design, blockout, asset & item placement, triggered events)
- Made the village of the first world. (level design, blockout, asset & item placement, AI (nodes)placement)
- Designed the Creator and Destroyer worlds and gameflow + story.
- Made a system design for the core ability. (Extract & Infuse)
- Made a balancing sheet for the amount of karma each object contains. This in relation to the extract & infuse system
- Designed how karma is displayed in the world and on the main character (usability)
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