Project Framework



Game Pillars

A knight unlike any other...

• Enter the legendary mountain where the PoweRock lies, a priceless treasure sought by all renowned warriors, but it is well guarded! To reach it, you will have to fight against numerous hordes of enemies who will try to block your way to the jewel.

• You have two different weapons: an axe and a sword. Be careful as some enemies can be more easily weakened by one weapon than the other, so use strategy to defeat your enemies.

...With extraordinary abilities


The axe is used to make powerful hits! Once fitted, it can be used to roll to dodge enemy attacks.


When the player uses the Firestorm, he turns on himself with his axe for a few seconds, while moving, which inflicts damage to enemies hit by the axe.


The sword can be used for quick but not very powerful strikes. Once fitted, it is combined with a shield that enables to parry the opponent's hits and to stun the attackers.


To use the Shield-Meteor, the player rises into the air, aims at the area he wants to hit and throws himself towards it to create an area of effect causing a lot of damage on the surrounding enemies.

 Game Design:

○ Design of the 3C document
○ Initial concept and iteration
○ Creating the environmental context
○ Thinking about the behaviour of the different combat mechanics focused on the two weapons
○ Creating FX particles to enhance Game Feel and reinforce feedbacks (blood particles, enemy spawners, destructible walls...)

  System Design:

○ Metrics definition (number of hits for each weapon, damage inflicted, combo...)
○ Conception of AI behaviour (movement pattern and attack pattern)
○ Balancing enemies (damage, speed, frequency of appearance)
○ Thinking and creating the different special abilities for each weapon and defining their parameters.

  Level Design:

○ Definition of some Level Design bricks such as harrows or enemy spawners.
○ Design of two Level Design zones (present in the middle of the map)
○ Implementation of secondary paths to bring more replayability
○ Alternating open area structures with smaller areas to provide variety
○ Full design of the Welcome Lobby.


• The Axe's own special ability FireStorm creates a lot of damage in a straight line on the enemies it hits, despite its rather short activation time. The player feels a great sense of satisfaction when using it, as it gives a real feeling of power. This is why FX particles have been created to reinforce these aspects and promote juiciness.


• The special ShieldMeteor ability, unique to the sword, creates a lot of damage in a very small circular area. Therefore, some enemies could potentially be knocked out of the area of effect, but in exchange, the player can decide, for a given period of time, where he will land. In addition, this ability also allows the character to reach certain secondary areas of Level Design that are initially not accessible.


• Concerning the controls, we have decided to go for an accessible and intuitive handling in terms of fighting game convention in general, also mixing platforming mechanics. So we started with the classic attacks on the X button, a parry/dodge on the B button, a change of weapons on the Y button and finally the special ability specific to each weapon, on the LT button to show that its use will not be very recurrent but that when it appears, it will be to deliver a big shot to the enemies or even to make a finish hit.

• We wondered several times about the use of this ability which could be bind on the LT trigger for the axe and the other RT trigger for the sword but given that all the other inputs were used for the same actions depending on the two different weapons, so we settled on keeping a single key that would also change the special ability depending on the weapon fitted.


• Concerning the Producing part, I had the opportunity to set up various project management and organisation documents, particularly via the Trello software. We decided to implement agile methods which allowed us to divide our work by task and by Sprint.

• I was therefore able to participate in the establishment of each Sprint every week and in the planning of the various tasks for the rest of the production which concerned the field of Game Design, System Design or Level Design.