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Development Background

Game Summary: Made-for-mobile, fantasy Action RPG.

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User Story: Collect a band of mercenaries known as Veilrunners, sent on quests into magical Veils to search for treasure and slay powerful foes.

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Product Challenge 1: Our studio’s first attempt at an ARPG, our biggest hurdle would be translating the flashy, complex combat of established franchises like Diablo, Lost Ark, and Monster Hunter into a truly made-for-mobile experience. Instead of referencing mobile ports of ARPGs I looked to made-for-mobile references like Clash Royale, Archero, and AFK Journey to see where the correct blend of complex strategy and simplified UX would land. Each iteration not only impacted the UI but the entire approach to our combat experience: unit AI, level layout, camera work, combat length, mob density, art style/fidelity. We eventually landed on a blend that gave the player just enough control to recognize the tactical depth and pace of the genre’s console/PC mainstays without overtaxing the player.

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Product Challenge 2: Also our studio’s first attempt at developing on Unity, I needed to establish how designers would get work done in a foreign game engine, while keeping focus on product goals. I worked closely with Engineering leads to establish the toolset design would need to make the game’s core content including data spreadsheet import/export, combat level design, and tutorial/narrative tools; documenting and maintaining guides for designers and developers who would eventually roll onto the project.

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Feature - Runners

Summary

  • Player gradually collects characters known as Veilrunners or Runners

  • Player can bring 2 Veilrunner’s into combat at a time

  • Like most ARPGs, each Veilrunner has their own unique skill set, stats, and progression tree

  • Runners have 3 ability slots to swap abilities found throughout the game.

  • Both runners and abilities can be leveled up with resources to increase their stats

  • Runners can equip runes, passive bonuses that increase their stats or modify their equipped abilities

  • Runners, Abilities, and Runes are the game’s monetization sink

 

I collaborated with our art and writing teams to establish a core set of characters that clearly communicated thematic and playstyle tropes (common to ARPGs) and promoted a need for collection (a feature not common to ARPGs).

Feature - Quests

I designed quests as a universal medium for directing the player to action but used each type accomplish different desired behaviors. 

 

3 types of quests:

  • Main Story - a singular, constant thread of quests used to benchmark the player’s progress.

  • Side Story - unique quests provided by NPCs with significant, one-time rewards. Provided some pacing and player agency between main story quests. Could also be substantial, non-progression-gated content.

  • Quest Board - repeatable, randomly-generated quests of various rarities players can purchase to complete for resources. Provided grind mechanic with some spend sink via rerolling for rare quests.

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Feature - Combat

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Summary:

  • Combat is single-player or co-op (up to 4)

  • Player enters combat with 2 Veilrunners.

  • Each runner has an AI that can move and basic attack.

  • The controlled runner has 3 active abilities.

  • Three types of enemies:

  • Minions - basic attacks only, usually fodder for flashy AoE abilities

  • Elites - tougher than minions, have a special ability

  • Bosses - complex AI units with a suite of abilities and high stats

  • Depth of strategy: AAA ARPGs such as Lost Ark and Diablo.

 

I worked closely with the Head of Product and lead prototype teams to determine exactly how combat would work solving for things like:

  • how movement worked

  • how many abilities felt right

  • how complex enemies should be

  • how much information to show

  • etc.

Feature - Town Assignments

Summary:

  • The town acts as the player’s hub for quests and the main story.

  • Around the town are destroyed buildings and other projects the player can sink resources into to fix for a reward or story advancement.

  • Each assignment consists of 5 parts, each with 5 taps to complete. Each tap requires increasing amounts of resources.

  • The World Map also had a version of these Town Assignments known as Road Blocks, utilizing the same UX to remove barricades and other blockers to exploration, each requiring their own specific resource.

  • The UX is also inspired from social casino games, lending to a casual, portrait mode play style

 

As part of our design pillar to infuse made-for-mobile features into the classic ARPG experience, I drew upon the Social Casino genre to integrate into the game’s setting and economy. The convenient and rewarding tap-to-upgrade experience was a well-received update to 4X's more traditional timer approach to things like building upgrades and research.

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Feature - Dice

Summary:

  • Player spends dice energy to roll 5 x D6

  • Rolls with no matches of 3 or more pay out very small amounts of gold

  • Players could add multipliers to their rolls to use more energy for increased payouts

  • Rolls with 3 or more matching faces would pay out the following:

  • Gold (small): small gold payout

  • Gold (large): large gold payout

  • Dice Energy: dice energy payout

  • World Energy: world energy payout

  • Fortune: player draws a random boost

  • Fate: player draws a random combat/quest spawn

 

Goal was to have an addictive, accessible entry to the game a la social casino that also paced sessions.

Full body of work

Pre-Production

  • Market Research

  • Design Pillars

  • Game Design Document

Prototyping

  • Prototype Specs

    • Combat

    • World Map

    • Dice

  • Prototype Pod Lead

Production

  • Feature Specs

    • Quests

      • Main

      • Side

      • Town

    • Town Assignments / Roadblocks

    • NPCs

    • Rapport

    • Mini-map

    • Combat Entry and Exit

    • Co-op Combat

    • Map Collectables

    • Veilrunner Customization

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  • Content

    • Veilrunners

    • Runner Abilities and Glyphs

    • Combat Levels

    • World Map Layout

    • Enemies

    • Quests

  • Design Manager (2 Designers)

  • Production Pod Lead

  • Production Roadmap

  • High level user story and economy

Alpha Release

  • Feature Specs

    • Tutorials and Narratives

    • Sales Page

  • Content

    • Narratives

    • Sales

  • Design Manager (2 Designers)

  • Alpha Roadmap

  • Full Game Economy

Limited Release

  • Iteration on user flow based on live data and user feedback

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