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GALACTIC RIVALS

PROJECT DESCRIPTION

MY RESPONSIBILITIES​

  • Game conception.

  • Character toolkit design and implementation.

  • Planning and approving animation frame data, style, and posing.

  • VFX design to enhance the hit impact.

  • 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?

  • Different types of characters, with fully animated abilities and sound effects.

  • Different types of battle arenas with unique environmental hazards.

  • 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?

  • Had to be really creative to make the character size metrics work with all the other different types of characters available.

  • Getting to work with frame data, animation style, and posing for the toolkit of the character was enlightening.

  • Communication between different teams was smooth and robust.

  • Time management and implementation of the planned design was really good (pre-production to prototype).

WHAT TO IMPROVE?

  • M.U.G.E.N had certain limitations which we didn't know how to overcome in our short development time.

  • The overall experience could have better polished.

Let's Connect!

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