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Corruptor

 
Time
January 2019 - September 2020
Pitch
Corruptor is a Top-Down Shooter game where you play the role of Artificial Intelligence with the scope of killing other rogue AI.
Project Status
Published on Itch.io
What I contributed to:
  • Supervised and directed a team of 4 people
  • Refined all player mechanics’ rules and VFx/Audio feedback
  • Designed 17+ Bosses and their levels
    • Ensuring a certain degree of diversity among the different boss fights.​
  • Level Design
    • Boss Arena
    • warp rooms
    • Final Level - Linear type ("aka world 4")
  • Enemy & Boss Design
  • Covered many secondary Design hats
    • Combat Design​
    • UI/UX Design
    • Balance Design
  • Mentoring the junior designer
  • Playtesting and Bug-fixing
 
Design Process
Initially "Corruptor" was inspired by the hacking minigame of Nier: Automata, where initially I maintained few core elements but ended up crafting a completely different gameplay, changing the project from a linear action/shooter to a Boss Rush top-down shooter since I was alone at the time, as that seemed the best solution in terms of work capacity.
All 17 the Bosses currently in the game were designed and implemented from April 2019 to July 2019, helped by another game designer and a programmer. Each week we came up with 3 concepts for a boss fight, I polished the design and implemented them in the game and later the programmer fully implemented them, fixing some minor code-wise errors.
Later it was just polishing and adding quality-of-life changes to create the final game experience for the project, reiterating through playtests, debugging and reworks. We even completely re-do a couple of bosses due to a change in the design philosophy and in terms of how enjoyable was from a player's perspective.
It's been a great journey and, after a fully developed and self-published game, I've learned an enormous amount of knowledge that to, from teamworking to coding and designing features with a limited amount of resources.
What I learned
  • Lead a project from early prototype to publishing
    • We were a small team and was easy to step on each other work, but with time and patience we learned to respect each other workflow and "role hierarchy"
  • Lead and communicate remotely with colleagues with different skills and roles
  • Crafting the overall design of a game
    • from begin to the shipping phase, learning how to iterate ideas and put them into practice​
  • Design a minimal game, to be completed in one year by "newbie" game devs
  • Craft a great variety of Bosses in a strict amount of time, from scratch to full implementation
    • We created a strict workflow between me, the programmer and a junior designer. He crafted an early concept, we discussed the ideas and produced a refined boss design for me to implement in-game. Later the programmer merged it into the project.​
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