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.
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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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VFX design to enhance the hit impact.
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Ability and damage balancing.
UNIVERSE
In the future, robots wipe out the entire human race and take over the 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, but it also helps the robots decide the new king of robots.
WHAT MAKES THE PROJECT UNIQUE?
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Different types of characters, with fully animated abilities and sound effects.
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Different types of battle arenas with unique environmental hazards.
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Huge production 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 completely made from scratch within a course of 13 days as part of a 'double intensive week' at our university.
MY EXPERIENCE
DEPENDENCIES
Character Design
Game Balance
VFX
TOOLS
Word
Excel
M.U.G.E.N
Photoshop
Trello
From a team of 44, and from our initial different fighting game concepts, we divided ourselves into different branches of development groups which were inter-connected under a few heads.
I was given a team of 3, where we first worked on creating a character, then its moves, its animations, its special effects, and the rest till the final playable version of the game.
Later, I switched to the game balancing team, where we discussed and calculated each character's statistics from their abilities to their game feel to finalize the development of the project.
PERSONAL COMMENTS
WHAT WENT RIGHT?
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Had to be really creative to make the character size metrics work with all the other 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 enlightening.
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Communication between different teams was smooth and robust.
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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 in our short development time.
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The overall experience could have better polished.