Successor
A roguelite strategic RPG with a distinct diorama look. I owned gameplay architecture, behaviour-tree AI, procedural generation and the VR port.
At Playwood Project I worked as the technical game designer on Successor, a roguelite strategic RPG that expands on the gameplay of the studio’s previous title, Wartile. We were a tiny team across almost six years, so I touched nearly every part of the game — from small texture fixes to the grand design schemes — and I was the main driver in getting it assembled into a coherent, shipping experience.
What I built
Gameplay architecture
I architected the real-time-with-pause battle system: the timing and ordering of actions, and the core logic governing the flow of a fight so it felt responsive and fair. This is the backbone that everything else — abilities, AI, UI — hangs off.
Behaviour-tree unit AI
I implemented the units’ decision-making with behaviour trees and sub-tasks, letting units choose targets, position themselves and use abilities intelligently based on the game state. This is also the part of the project closest to applied game AI.
Procedural generation
I designed and built a procedural system that can generate anything from a single battle to a whole kingdom. Templates describe how worlds, regions, encounters, goals, battles, objectives, levels, unit spawns, site spawns and consumables come together in a semi-strict way that still leaves room for randomness — keeping runs replayable.
Focus Moment system
I built a “Focus Moment” system: when a unit fires an ability, everything slows down except the ability’s targets, which speed up — creating a readable, cascading combat beat.
VR port
I championed and led the Meta Quest release, retrofitting a PC game into a VR experience. I architected a framework that supports both PC and VR from a single codebase, reworking game-flow paradigms and interaction patterns for VR.
UI & visuals
I designed the HUD and interface — including a radial battle menu — for clear navigation and quick access, and built materials, shaders and Niagara effects to bring units and abilities to life.
Tools & technologies
- C++ and Blueprint — C++ for performance-critical systems, Blueprint for rapid prototyping and iteration.
- UMG — responsive, intuitive in-game UI and widgets.
- Behaviour Trees — unit AI and decision-making.
- Materials & Niagara — dynamic visual effects, lighting and particle systems.