Somber Echoes
Somber Echoes is a metroidvania where light and darkness play heavily in both gameplay and narrative.
Details
Somber Echoes is a sci-fi horror metroidvania title in which players must traverse and survive a large, interstellar state-of-the-art spaceship with a Greek mythological twist. The game features brutal combat, unique platforming elements and cosmic horrors set against the backdrop of an original tale reminescent of ancient Greek tragedies.
Publisher: Rock Pocket Games
Developer: Rock Pocket Games
Platforms: PC, Playstation 5, Xbox Series X/S
Role: Lead Game Designer
Duration: Sept 2019-March 2022
Team Size: 10+
Tools: Unreal Engine 4, Blueprints, Wwise, Google Docs, HacknPlan, Miro, Photoshop
Management
Performed market research on similar titles.
Led a team of designers to conceptualize initial game pillars, gameplay, narrative, and overall vision for the game.
Pitched vision to the team and worked with other designers to write the GDD.
Presented the game to the Norwegian Film Institute (more than once) to successfully procure partial funding for the project.
Task creation, organization and delegation for all disciplines.
Adjusted game direction when necessary and frequently communicated milestones and sprint goals to the team.
Directed outsourced developers on what was needed from them (sound design, music, and lighting).
Directed artists on Greco-roman style and important hero assets.
Set up playtesting sessions with the team.
Wrote guideline docs on various tools, systems and workflows that would make production more efficient. Examples are the pixel-mapping tool used for level creation, a workflow for standardizing enemy combat animations, and a camera system to allow designers to easily add in various states and modifiers to the camera during gameplay.
Production
Designed and whiteboxed levels. Prototyped level mechanics using Blueprints and created asset request documents detailing art and logic that would be needed per level.
Designed and implemented camera modifiers, animations and state behaviours.
Designed, documented, prototyped and balanced various enemy AI, including a boss battle.
Designed and balanced various player character mechanics.
Designed progression system, character upgrades and level rewards found through exploration.
Updated sprint goals and managed tasks of all team members on a daily basis.
Updated GDD and wrote new documents whenever necessary.
Wrote detailed documents on quests, character dialogue, plot, and overall narrative design. All levels contain notes on world building details used by the artists when setdressing.
Constantly tweaked all aspects of the game in service of the vision and game feel.