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Aleix Castillo Arria

Just one more and I'm done

About me

I'm Aleix Castillo and I have been one of the designers of this team. As a designer, my tasks were devising and transmitting the bases of the basic elements such as relics, damage of the characters and general design elements of the game, together with the different reworks and iterations that these involve.

For this project and with the situation in which we have found ourselves without being able to open the engine, my main work has been research and iterating the different design bases, mainly what has reference in combat.

Concept Discovery


This is the starting point, where I personally was in charge of proposing different balancing and progression options for the game.

For this task I took three very different games as reference:

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Phantom Breaker: Battle Grounds

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Castle Crashers

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Bayonetta 2

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Project overview

Balancing & Progression design

In the beginning of this project I took care of the bases of the relics, the starting idea of Necklaces and the damage of the characters along with their damage by combos.

Also implemented the bases of the stats of the characters and all the enemies.

With another designer we made the list of relics, their functions and their drop and spawn rate.

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Example of the first iteration of the combos dmg

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Damage of the basics attacks

Also implemented the bases of the stats of the characters and the enemies.

  • Geralt
  • Yennefer
  • Ghoul
  • Nilfgaard Soldier
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    Example of how stats were at the start

    Level 1

    Draft of level 1 with its study.

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    Draft

    The first iteration of half of level 1 of the ghouls area with their respective research on how to make a balanced area of enemies

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    Ghouls area

    Combat

    For the general combat I did a research of the combat style of similar games and how it works, the conlusion was the battle circle.

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    Battle Circle example

    Also I took part of the design of how enemies will interact with the player as a linear combat or ambush, after that I design the first iteration of how the enemies will appear at level 1.

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    Enemy positioning level 1

    Ult charging and managment

  • On player hit
  • Playstyle
  • In this area I did the rework of the Yennefer Ultimate as a cooperative and single player ability.

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    New Ultimate idea

    Scoreboard

    After researching how the scores boards of similiar games works, we design a scoring system with the next components:

  • Time
  • Life
  • Kills
  • Difficulty
  • Actions
  • Balancing & Playtest

    At the last stage of the project my work was balancing the previous stats of the characters and relics.

    Also I managed two playtest sessions with an exhaustive report of bugs together with some particles that had to be done and some bug fixes of the results of the playtest.