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.

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