top of page

Unannounced Game 01

Roguelike Deckbuilding RPG

LagunaTablePoster a.png
Bird Island \ Portaplay
Platform
PC
Date
April 2023 - Present

Game Designer on the project throughout the ideation, pre-production & currently, alpha.
With a focus on System Design & Content Design, UX & balancing. I worked on several rounds of design,  feedback, and playtesting, iteration, to create the most fun and engaging experience for the players.

Responsibilitis DLC

​​

System Design & Balancing - Meaningful choices
 

In Game 01, is a like a RPG version of Slay the Spire, in a 3D world. It consists of deckbuilding combats, socials events & explorations. So creating fun experience, with high replayability 

 

For this game, I had the ownership of several specific features including designing Encounter Types, Cards, Encounter Pooling System and Loot Pooling System:

​

  • Encounters are the main gameplay element of this game. The combat encounter was the first game mechanic which was designed before I joined the project, so I had to create a list for other encounters which could complement the combat. The result was a design proposal including the design, a mock-up, time & difficulty estimation (both considering design, tech & art needs), description of MVP & full version, and lastly, priority based on all the above condition. The chosen encounters went through a few more rounds of iteration after implementation.

  • Other than exploring the map, the most time player spend in this game is in the combat. And the effect on the cards and how they effect each other are the core of gameplay. I was in charge off creating different cards and the focus was to design effects which create fun and different dynamics based on using each specific tile in specific situations. This design process included sever rounds of prototyping based on team members and playtest results which resulted in fun combos with some crazy attack numbers 

  • I also worked on rarity, durability, category and balancing the numbers on each tile.

  • As a rogue-like, one of the pillars of the game was to create an experience which feels different every time the player restarts the game. This created a need to automate the distribution of both encounters and loot. I created rule sets for how to control the randomization of these systems, with tweakable values (for easier balancing) based on design, narrative and tech needs & limitations. Lastly I created a tool proposal document for programmers with all the needed information as well as scheduling different meetings to ensure alignment and easy hand-off.

Unannounced Game 02

Turn-based CRPG

Laguna 1.PNG
Bird Island
Platform
PC
Date
Feb 2024 - Present

Game Designer on the project throughout the ideation & pre-production.

During the short time I spent on this project, I worked on Game Design & UX/UI, and external playtesting.

Responsibilitis DLC

​​

Quest Design

​

​​

I was in charge of Quest design needs for this game where based on quest design from narrative, I created flow diagrams for Main quest structure and each specific quest types, documented all the design needs and technical needs for the quests and implemented the quests for the first playable (using ORK frameworks plug-in which we used to implement and prototype combats in the game). Lastly, I created a tool proposal document for programmers for easy implementation for later in production. 

Laguna 4.PNG

© 2024 by Anahid Attaran

bottom of page