Swarm
Role
Game Designer
Engineer
Year
2024
The players find themselves trapped in an endless cycle of death and rebirth, awakening to the unsettling reality that they are mere clones, repeatedly generated each time they meet their demise by an enigmatic scientist with concealed motives. Stranded within an underground facility, their only company is the scientist, who issues cryptic instructions. Meanwhile, the facility is besieged by a horde of flesh-eating creatures, swarming and outnumbering the players. Gradually, the players become aware of an otherworldly being known as the Entity, which observes them from the shadows. Uncertain whether it intends to aid or annihilate them, they embark on a journey to uncover the intricate connection between the scientist and the enigmatic Entity, ultimately leading to a pivotal decision that will determine their fate.
Genre
Top Down Twin Stick Shooter
Built on
Unity
Platform
PC
Team
Five
Thesis Topic
Exploring the theme of my thesis, titled "The Significance of Anxiety and Intrigue in Motivation and Learning within Video Games," the game is intentionally challenging, where overcoming obstacles serves as inherent motivation. Players experience a sense of accomplishment with each encounter. The First-Time User Experience (FTUE) is meticulously designed to ensure players grasp the gameplay loop effectively.
Since the project is still in development, A small part from the GDD which demonstrates my understand of FTUE, few Game mechanics and a small part of level design has been attached.
My Contribution
Since it is a small team of 4, I had to wear multiple hats, Being the lead designer and the solo engineer, I drafted the GDD, built the narrative elements, Gameplay loops, and flow in core mechanics. From the programming perspective, I built the prototype and built all the mechanics and other necessary elements from the initial GDD I wrote. At times even wearing the producer hat to coordinate with my artists and helping them understand the pipeline
Gameplay Design
Core Mechanics:
Focused on player awareness of surroundings and swarm behavior.
Designed to evoke an overwhelming sensation during chases.
Balancing Movement:
Movement speed values fine-tuned to match the swarm’s speed, giving players a critical advantage.
Sprinting is limited, requiring resource management alongside weapon reloads, which also affect movement.
Optimal Gameplay Experience:
Adjusted swarm reaction speed, player reload timings, and control smoothness.
Aims for a balance where gameplay is challenging yet achievable, encouraging players to learn from mistakes.
Learning Curve:
Difficulty and frustration serve as a learning curve, motivating players to achieve goals through challenge.
Swarm Maneuvering:
Swarm behavior around corners emphasizes strategic positioning.
Effective use of sprint endurance, reload timings, and corner tactics can significantly affect difficulty.
Without sprinting, players risk being caught by the swarm on straight paths.
Post-Encounter Rewards:
After each swarm encounter, players receive 3-4 cards to choose from, modifying game mechanics and introducing new AI variants.
Players can tailor their gameplay experience with new affixes, promoting High Risk - High Reward scenarios.
Player-Driven Difficulty:
Empowers players to customize their experience while maintaining game balance.
Balancing informed by multiple public playtests and analytics.
Level Design
Swarm Encounter Setup:
Core-level design intricacies emerge when the swarm encounter begins.
Established ground rules:
Layout must form a complete loop with no dead ends.
Must be meticulously balanced, allowing multiple successful approaches.
Challenge of Balance:
Achieving a perfectly balanced level was a significant challenge due to reliance on layout.
Numerous iterations and extensive playtesting, supported by analytics, led to a challenging yet fair introductory level.
Initial Layout Creation:
Developed multiple layouts or blocks to analyze swarm reactions using local collision checks (RVO) and A* pathfinding.
Level Construction:
Implemented a penalty point system for each block:
Negative points increase difficulty.
Positive points ease difficulty slightly.
Aimed for a balanced mix of blocks to maintain equilibrium, allowing players to manage reloads while ensuring gameplay remains engaging.
Populating Layouts:
Added modular level pieces to the layouts and integrated analytics for playtesting.
Analyzed player behavior to understand preferred routes, common death zones, and reloading/shooting hotspots.
Freedom of Choice:
Ensured no singular 'correct' path exists, allowing players to choose routes that suit their playstyle.
Analytical data helped identify and address issues, refining the level for optimal balance and player satisfaction.
UX/UI Design + Sound
Challenge Identification:
Early playtests revealed that players struggled to monitor stamina, ammo, and HP while dealing with the swarm.
Heightened anxiety made it difficult for players to juggle multiple tasks.
Centralized Resource Monitoring:
Implemented a solution to display critical elements (stamina, ammo, HP) centrally on the player’s screen.
This allows for easy monitoring of resources while tracking swarm movements.
Sound Design Integration:
Utilized sound cues to remind players when they are low on HP or need to reload.
Introduced multiple stems for the swarm encounter that fade seamlessly:
Low Tempo: Few enemies nearby.
Mid Tempo: Moderate presence of enemies.
High Tempo: Enemies are very close.
Enhancing Gameplay Experience:
Sound design complements core gameplay, increasing player anxiety to heighten immersion.
This approach aids in reinforcing the learning curve and overall gameplay experience.