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Hi, my name is Pol Carrera Catalina and I'm the lead Designer for the game Malita soul of a Warrior.
I've been in charge of a team of 8 designers, counting myself, and has been a very intense and sometimes a bit stressful, but at the end it has been a very good experience.
My main task has been organizing all the people that were producing the game, almost everyone except the coders that were working on the engine. So I've spent a lot of time contacting with everyone and making everything work smoothly and created.
It has been 3 months of non stop developing and the game that we planned in the beginning is far from what we had, but at the end, I'm really proud of what we have.
Like all the team members I'm a 3rd grade student in the Bachelor's degree in Video Games by the UPC at CITM.
Contact polcarcat@gmail.com
This is some stuff that I'm proud of
Since this project is a University subject we only had 4 hours a week for meetings, so most of our communication was online. We had manage and distribute in this 4 hours so most of the planning had to be done before the meetings. So we planned everything with the leads before the meetings and then discuss it with all the team.
We used HacknPlan and Google Sheets to organize the tasks and Whatsapp and Discord to communicate.
In the early versions the implementation of the game was made by the designers, since the coders where working on the engine and the artists where making models and textures. So I was the one managing most part of the production of the game, I knew what everyone was doing and I was connecting everyone's work. Since I knew everything about the game I was the only one able to merge everything in the scenes because everything.
The days passed and I kept the role of managing the game, more people left the coding part and became developers of the game. Suddenly this task of coordinating everyone became a huge tasks with a lot of things to keep in mind.
Also with the addition of new people creating the game the merge became bigger and harder to make and so forth I had to spend more time making the build.
Also working as lead I didn't wanted to specialize in anything because as I said I spend a lot of time coordinating so I did small tasks that everybody forgave, like polishing the environment colliders or updating the art of the UI.
And to finish I was helping the designers that couldn't finish their work in time, that happened more than I expected.
The deliveries were very tight and at the end I focused more in having something to deliver instead of in having a good design so we had to cut a lot of planned features.
Landmines
One of the tasks that I’ve made is the implementation of the landmines, an environmental hazard. One the main pillars of the game was to make the game fast phaced so we wanted to enhance movement by adding this enviromental hazards
The landmines where ment to make the player use the dash and also give more depth to the combat. Also are used to fill the empty spaces in the map
Combat Redesign
In the middle of the development we realized that we couldn’t arrive to everything we written in the GDD so I’ve had to redesign the combat in order to make it realistic. So I’ve wrote it and also did the repositioning of the enemies in the map.
Check the combat redesignCombat Balancing
The combat was the core of the game therefore it was the part that I was more interested in. Along with Lucas were keep improving it. Lucas and I did the design but the implementation was all him.
During the development we were encountering flaws in the game, so we kept working on it. First the game felt like it was really hard to hit an enemy, so we decided to add an auto aim for Malita. Then we saw that the camera was too far to see the combat well but if we put it closer the player couldn’t see the environment so we made a camera that zooms in when there is combat. After this the game felt very easy because at this point we already implemented the abilities so we had to create an unstoppable attack and also add steering separation between enemies. In the last iteration we made the game too hard, so the final tweaks were adjusting the statistics of the enemies and making them more fragile and slow.
We had two loses in the environment team, one left the team and the other was reassigned to the audio. I started working in filling the environment and keep developing them, mostly the level 2. The main task was that to fill everything because it looked very empty and making everything dirtier.