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Descentium

  • jblancharddesign
  • Feb 13, 2023
  • 5 min read

Updated: Jan 10, 2024

Descentium is a Rogue-lite First Person Shooter, in which you fight through hordes of monsters from another world, who have surfaced from deep within a Cambodian temple. Unlock amalgamated weapons, scientific trinkets and more as you discover secrets about those who came before you and the origins of the mysterious element... Descentium.



Production:

As the producer for our student-led game development project, I took charge of orchestrating the entire production process. Recognizing the importance of meticulous planning, I initiated comprehensive measures to enhance productivity and ensure the success of our endeavour. Bellow are the major tasks I undertook as a producer.


Project Planning:

One of my key contributions was the strategic establishment of major milestones throughout the year recording such data using Click Up. This approach provided the team with clear objectives at different stages of development, enabling us to gauge the project's progress and address any challenges proactively.


Out Sourcing:

Recognizing skill gaps within our team during a thorough skill set analysis, I took proactive steps to fill these voids. Facing a need for specialized talents such as voice acting and music design for our game "Descentium," I navigated the intricacies of outsourcing and managed the associated legal processes. This strategic decision not only addressed our skill deficiencies but also resulted in the successful integration of a voice actor and music designer into our project.


Team Work:

To foster effective communication and problem-solving, I implemented daily scrum meetings. These sessions served as a platform for team members to voice concerns, discuss challenges, and contribute valuable insights into the project's advancement. By addressing issues promptly, we aimed to prevent potential obstacles from hindering the development process.


Event Setup:

In order to assess the game's performance and gather valuable user feedback, I scheduled playtesting dates at various intervals. Implementing an A/B testing strategy during these sessions allowed us to evaluate different aspects of the game's design and functionality, ultimately refining our approach based on user responses.


System Design:


As a system designer for our project, I played a pivotal role in shaping the mechanics that define the core experience of Descentium. The intricate design of the level structure is a testament to my strategic approach. Players navigate procedurally generated arenas, battling through waves of enemies with the intriguing choice between combat, shopping, and parkour maps at each juncture. This dynamic selection offers a variety of opportunities, fostering a diverse and engaging progression.


Player Progression:

In terms of player progression, I implemented a sophisticated system aimed at ensuring a tangible sense of advancement in our rogue-lite game. Recognizing the importance of player empowerment, I introduced a dual-currency system. Temporary currency, employed within a run, enables players to acquire upgrades, health packs, and trinkets. Conversely, permanent currency, utilized in the main lobby, unlocks enduring buffs, weapons, abilities, and upgrades. This innovative approach allows players to experience a fleeting burst of power within a run, while also accumulating progressive strength over time.


Player Abilities:

Delving into player abilities, I crafted a system that not only facilitates movement around the map but also integrates seamlessly with combat dynamics. The inclusion of a grapple hook chain and a dash provides players with versatile tools, each carefully designed to interact with both the environment and AI adversaries, inducing damage, slows, and various other effects. To access more potent abilities, players must invest permanent currency to unlock them, ensuring a balanced and challenging progression throughout the game.


Weapons:

Weapons, a cornerstone of player engagement, were envisioned with a goal to offer diverse playstyles. Employing my system design expertise, I introduced dual-purpose weapons—a unique fusion of an assault rifle with a shotgun and a sniper with a scythe attachment. These weapons evolve throughout the run, with upgrades ranging from enhanced ammo capacity to increased damage. Additionally, the secondary fire of each gun can be customized through various traits, such as transforming the shotgun into a sticky bomb launcher.


Summary:

My role as a system designer involved crafting a harmonious and engaging gameplay experience by meticulously designing the level structure, implementing a nuanced player progression system, and innovating unique player abilities and weapons. This intricate web of mechanics ensures that Descentium delivers an immersive and rewarding journey for players, showcasing my skills as a proficient and visionary system designer.


AI Design:

My role as a designer allowed the growth of my skills as an AI designer, a crucial element that underpinned the core dynamics of the game. A distinct departure from conventional approaches, I deliberately steered away from the stereotypical 'Call of Duty Zombies' model, wherein AI merely pursues players with escalating speed and numbers over time.


AI Chess:

Inspiration struck when I encountered the concept of AI chess, effectively employed by Doom. This theory posits the player as the Queen strategically positioned on a chessboard, with other pieces collaborating to capture the Queen, recognizing her as the most valuable asset. Applying this concept to Descentium, a game heavily reliant on player movement, I conceived a system where AI entities possessed unique abilities, setting them apart individually while synergizing strategically to impede player movement—via effects such as slowing and stunning.


In the intricate web of AI design, each AI entity was meticulously detailed in the Game Design Document (GDD), outlining their distinct functions and abilities. The selection below provides a glimpse into the variety of AI I conceptualized:


Note: Concept art for the creatures is not developed by me.


Balancing:

The path to a finely tuned and balanced AI system presented its own challenges. Achieving equilibrium involved not only balancing the damage output of weapons but also considering enemy health, damage, and additional effects. This intricate process underwent numerous iterations, with dedicated playtesting sessions utilizing A/B testing methodologies. These sessions were instrumental in determining the optimal values for AI behavior, ensuring that the game achieved a harmonious balance. The ability to navigate these challenges and fine-tune the AI system through iterative playtesting exemplifies my adeptness as a system designer, specifically in the domain of AI dynamics.


Level Design:

Central to the essence of Descentium lies its intricate level design, a realm where my skills as a level designer truly came to the forefront. Drawing inspiration from the timeless classics Doom and Quake, renowned for their exceptional interlocking arena-style maps, I embarked on the challenge of crafting immersive and engaging levels for our project. Bellow is the process in which I took to design the levels.


2D Layout:

My approach began with a 2D block out on paper, a foundational step to visualize player pathways and the dynamic interplay of corridors. Channelling the spirit of Doom and Quake, each design incorporated three tiers to elicit heightened player engagement. This initial 2D layout served as a blueprint, guiding the subsequent stages of development.












Example - 2D Layout.


Grey Boxing:

Transitioning to the next phase, I translated the designs into grey block outs, allowing me to discern elevations and strategically place elements such as jump pads. Through a meticulous playtesting process, I iteratively fine-tuned aspects like corridor layouts, jump pad placements, spawn doors, and item pickups. This hands-on approach enabled me to gauge first-hand what resonated with players and refine the levels for optimal gameplay experiences.











Example - 3D Blackout.


Beautification:

The culmination of this iterative process paved the way for the transformation of these tested levels into fully realized 3D environments. Entrusting the refined designs to the skilled hands of our environment artists, the once-functional maps evolved into visually stunning spaces, ready for the players to explore.



Example - 3D Beauty Shot.


Beyond the arena-style maps that form the backbone of Descentium, I introduced parkour maps, offering players a refreshing break from intense gunfights. This addition challenged players to leverage their abilities for navigation, injecting diversity into the gameplay experience and preventing monotony.


Summary:

In essence, my role as a level designer extended beyond mere blueprint creation; it involved a comprehensive journey from initial 2D sketches to refined 3D environments, all while prioritizing player engagement, strategic design, and a commitment to iterative improvement. This holistic approach ensured that Descentium's levels not only met visual standards but also provided an immersive and dynamic experience for players.


 
 
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