My work on this project:
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Game Director
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I have guided Omnificent's team of developers to finished products through cooperation, communication, and leadership
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I have set deadlines and helped the team meet them in order to work efficiently and expeditiously
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Character Designs
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I created a cast of characters that the player can choose from, all with unique stats and starting gear
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Progression and Rewards Design
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A level up system that allows the player to gain rewards and grow in power during a run
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Events that the player must complete during a run. These events help the player progress during and after a run
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Combat Design:
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Spells
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Spells are "weapons" and "tools" that the player can slot into one of their six spell slots in order to help them in a run
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Spells can be categorized into two types, Damage Spells and Utility Spells
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Below are examples of each type
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Characters have starting spells but must acquire any other spells through the level up system
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Spells can also be unlocked through purchasing them in the shop with permanent currency
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Damage Spells
Fireball
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Projectile that explodes on impact, dealing damage in an area of effect and sear damage-over-time
Magic Missile
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Basic fast projectile with spread. Deals damage on impact
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Can be held down to fire automatic
Utility Spells
Arcane Amplifier
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Glyph that increases the damage of any projectile that passes through it
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With augments, Arcane Amplifier duplicates the projectile
Inner Healing
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Holding this spell rapidly heals the player with the cost of rapidly depleting mana
Augments:
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What are they?
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Augments are upgrades to the player's current spells
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Each spell has 3 unique augments that dynamically increases its effectiveness
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How are they acquired?
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Augments appear in the level up sequence where they can be chosen by the player
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Only one augment can appear in a level up sequence
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If an augment is chosen, a new spell cannot be acquired on that level up
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Enemies
Glunk Showcase
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"Glunk"
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Glunks relentlessly chase after the player, trying to close the distance and exploding once near
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Skeleton Archer Showcase
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"Skeleton Archer"
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Archers chase faster when further away but then slow down once near
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While in range, archers will shoot projectile arrows towards the player
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"Death Angel"
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Death Angels are slow chasing enemies that will begin to run away from the player if they are too close
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Their attacks target the player's location and two more random points near the player
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After a short delay, they will strike the targeted locations with lightning
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Death Angel Showcase
Project Length: September 2022 - present
Team Size: 4 members - Hunter Holbrook, Chris Lenhart, Julia Oliver, Connor Bass
Player Experience Goal: The goal for this game is to provide an experience that feels familiar to games like Risk of Rain and Vampire Survivors, yet still existing as an all new, unique experience conveyed through a first-person view with new mechanics and interactions.