top of page

PC (Keyboard & Mouse Priority)

Single-Player 

Unreal Engine.png
Perforce_edited.png
Miro_edited.png
Photoshop Icon.png

Sep - Oct '24

Tools Used

Game overview

Dracula Must Live is

A First-Person Action game where you play as the Grim Reaper, ready to pierce the hordes of peasants.  Launch your mighty Scythe in the air!

A Tower-Defense game where your main goal is to protect the Dracula's sleep. Destroy the incoming peasants strategically and keep your master's coffin safe until he wakes up!

An accessible RPG game where surviving for longer enables more upgrade opportunities. Decide what kind of the Reaper you want to be and search for the best synergies!

pre-production

Designing & Prototyping
one of the concepts for the project

Our team was tasked with creating 3 prototypes based on the given theme and personal preferences. After the first day of brainstorming the team’s general preferences were shaped. Out of them, I formed the following principles

Combat Icon.png

Focus on Combat

Establish a tight game loop with the focus on second-to-second experience

Self-Expression Icon.png

Support Self-Expression

Use simplified RPG-elements to encourage versatile playstyles

Gothic Icon.png

Make it GOTHIC

We just love GOTHIC

I adhered to these rules when coming up with a pitch and a prototype for the team.

Check out my pre-production work 

By the end of the pre-production stage, I had finished a brief documentation and a simple prototype of the concept.

Key Parts of the Prototype's Documentation

Brief Part of Gameplay

The team (including me) decided to lean towards another concept, which focused around throwing the scythe and recalling it to destroy hordes of enemies. I took on the responsibility to specify the core aspects of it and establish efficient communication with the fellow team members

SPECIFYING THE GAME ON THE RUN

Core Loops Design & Documentation

At the beginning of the production stage, I had to go back to step 1 of conceptualization and categorize the wants and needs of the team

Need Icon.png
Want Icon.png

Want

Need

Make progression rapid, impactful, and tied to onboarding itself

Make it like Call of Duty Zombies!

Need Icon.png
Want Icon.png

Want

Need

Make each upgrade contribute to the theme and player fantasy

Let players cast spells and be Necromancers!

Need Icon.png
Want Icon.png

Want

Need

Incorporate depth

into gameplay

by encouraging experimentation and search for synergies

Let me place traps like in Orcs Must Die!

Keeping these needs and the general team principles in mind, I specified 3 game loops

Core Game Loop

Established the Wave System & Described what would happen before the Wave's start & end

Character Upgrade Loop

Documented how the in-game currency would be earned and spent.

Stage Progression Loop

Introduced the game’s progression on the macro level, with the mechanic of unlocking new Castle’s sections

Within the Upgrade loop, I specified the following systems

Some of my documented systems did not end up in the final version of the project due to scope reasoning. However, at the initial stage of the production, they were tightly incorporated in the game’s loops.

How the player would Interact with the Store

How the Upgrade system would function

check out my documentation of these systems

check out my approach to documentation

Making player a game boss

Character Abilities & AI Design

Designing player abilities was an interesting challenge as there were loads of great ideas coming from everywhere, and I had to filter and systematize them. To fulfill this mission, I established a new set of principles

Reaper Boss Icon.png

Make the player play as a game antagonist

I researched multiple gothic games to see what kind of behavior bosses had there

image19.gif

Spectre Knight as a Reference

Reaper Merge Icon.png

Unite 2 genres in a readable way

I split the upgrades into Weapon-based (encouraging proactive behavior) and Spell-based (supporting the tower-defense aspect)

Reaper Shop Image.png

In-game Store. Abilities are visually split into Scythe & Spells

Reaper Synergy Icon.png

Create explicit and implicit synergies

I just did a lot for it

The third principle defined the direction in which I would be designing character systems. Here is how I specified the main aspects of gameplay in order to make the game deeper

Reaper Character Stats Icon.png

Character Stats

I documented how mana system would work and made it tied only to the character’s Spells

Reaper Character Stats Documentation.png
Reaper Scythe Icon.png

Primary Weapon

I designed the abilities of the Scythe so that they created a one-button combo system and their modifiers affected the Character Stats directly

Reaper Spell Icon.png

Spells

I made sure the Spells consumed different amounts of mana and were balanced efficiency/cost-wise

Reaper Spell Documentation.png

As a result, the game’s systems encourage efficient behavior and generate feedback loops like the following

Reaper Scythe Damage.png

2. The player aims at the trapped enemies well and constantly uses the Scythe’s Combo ability with Mana Replenish modifier

image20.gif
Reaper Freezing Spell.png

1. The player uses the Slowing Spell efficiently and traps enemies

Reaper More Freeze Spell.png

3. The player keeps restoring mana and using more efficient Spells without constraints

To make peasant enemies' AI fit the theme and the scope of our project, I designed their following features

Documented the AI targeting & aggression system

Reaper AI Target System.png

Defined the algorithm of the enemy attack

Reaper AI Attack.png

Specified the AI parameters to be open for designers’ adjustment

Reaper AI Enemy Params.png

additional contribution

Implemented the Scythe attack effects

Default Smear Effect

Combo Smear Effect

Created icons & descriptions for the store

Scythe Combo Upgrades' Descriptions & Icons

Specified and documented the algorithm of how Dracula’s coffin would teleport around the Castle’s sections

Documentation of the Teleportation Algorithm

bottom of page