
SNOUK DESIGN NOTES BLOG
An open space where I could keep on experimenting on game design.
I also consider this to be my unprofessional space where I could just be my weird and silly self.
Be sure to check it out to get to know about my side projects & ventures!
PROJECT DESCRIPTION
MY RESPONSIBILITIES
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Game conception and character conception.
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Character toolkit design and implementation.
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Planning and approving animation frame data, style, and posing.
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Toolkit VFX design to enhance the impact.
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Ability and damage balancing.
UNIVERSE
In the future, the robots wipe out the entire human race and take over planet earth. Very soon they get bored of having nothing to do and establish a fighting tournament. The tournament serves as a form of entertainment and also helps to decide the king of all the robots.
WHAT MAKES THE PROJECT UNIQUE?
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Different types of characters, with fully animated abilities and sounds effects.
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Different types of battle arenas with unique environmental hazards.
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Huge production simulation with tight deadlines.
GAME SCREENSHOTS
ROLE
TAGS
VIEW
PLAYERS
ENGINE
PLATFORM
TEAM MEMBERS
DURATION
CALENDER
Combat Design
Fighting
2D Side-scroller
Multiplayer (1-2)
M.U.G.E.N
PC
44
13 Days
2015 February
'Galactic Rivals' is a fighting game designed by a team of 44 people - out of which 21 were game designers, and 23 were animators.
The entire game was completed from scratch within a course of 13 days as a part of a 'double intensive week' in our university.
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MY EXPERIENCE
DEPENDENCIES
Character Design
Game Balance
VFX
TOOLS
Word
Excel
M.U.G.E.N
Photoshop
Trello
From the team of 44, and from our initial design versions of different fighting game concepts, we divided ourselves into different branches of development groups which were inter-connected under few number of heads.
In the huge number of 44 - I was given out my own team of 3, where we first worked on to create our character, then its moves, its animations, its special effects and rest all till the final playable version of the game.
Later I switched onto working on the game balancing team, where we discussed and calculated each character statistics from their abilities to their game feel to finish and finalize the development of the project.
PERSONAL COMMENTS
WHAT WENT RIGHT?
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Followed a really smooth development process to make the prototype come alive.
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Had to be really creative to make the character size metrics work with all the different types of characters available.
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Getting to work with frame data, animation style, and posing for the toolkit of the character was very enlightening.
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Robust communication between different teams was managed for better workflow.
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Time management and implementation of the planned design was really good (pre-production to prototype).
WHAT TO IMPROVE?
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M.U.G.E.N had certain limitations which we didn't know how to overcome of in our short development time.
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The overall experience could have better polished.