«Embark on an epic sci-fi, free-to-play adventure. Spacelords is a brand-new take on the shooter genre. Through its 4 vs 1 counter-operative campaign, you experience both sides of the story: Join the Raiders in their fight to free the legendary Broken Planet… or switch sides and fight as the Antagonist alongside the invading hordes!»
Weapon Design
- I designed over 20 weapons for the game, each one of them with unique gameplay mechanics.
- This process covered all the steps from early ideation until final implementation:
- Pitched the idea to my Lead to receive feedbak and/or greenlight.
- Documented weapon logic and presented it to the weapons programmer, making sure everything was clear and that I would have the necessary tools to start prototyping.
- Showcase the MVP prototype to my Lead + Design Direction and iterate it until final approval.
- Served as point of contact for other deparments during all the development process.
- Worked with VFX and SFX departments to place their FX events within the weapon’s logic, using our own editor tools.
- Here are some examples of my work:
Weapon Forge
- Co-designed one of the principal systems of the game, «The Forge», which allowed players to customize their weapons and adapt them to their preferred gameplay by assigning points to different characteristics: bullet damage, reload speed, critic chance, recoil, etc.
- I also co-designed the Epic Forge, a much more complex and advanced system that allowed players to install mods on their weapons.
- These mods used a male/female plug system to connect and activate their properties.
- We designed mods with both positive and negative properties to create a puzzle-like system designed to challenge our players to figure out the best combinations.
- Apart from the design, I was in charge of balancing all the weapons progression in both systems.
Data-driven balance
- I was the main responsible of the whole balance of the game. This included: mission difficulty, AI damage and endurance, matchmaking rules (MMR based) and weapons balance.
- Used PowerBi as the data analysis software, also colaborated actively with our backend team to improve the telemetry and related tools.
- Priorized the list of changes and distributed them all along the upcoming patches.
- This include the redaction of the patchnotes.
Talent System 2.0
- Co-designed the «remake» of one of our main systems.
- Our goal was to replace the original RNG system by giving players decision-making power, while maintaining a free to play design.
- The result was a new system were players could choose between: «cheap», «fast» and «average» options when creating a new talent.
Shop & Bundles
- Designed almost every bundle in the Store.
- Ownership of the discounts and offers calendar.
- I created a tool in Excel to automate the yearly calendar following a specific set of rules: daily, weekly and weekend-base cycles, flash offers, character and skin variation per rotation, etc.