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Successor

2020-2025 (Technical Game Designer)

Successor is available on Steam and Meta Quest.

At Playwood Project, I worked as a technical game designer on Successor, a roguelite strategic RPG expanding on the gameplay elements from the previous Wartile game from the same developer. As a small team, I was involved in every aspect of the game's development, from designing and implementing core game mechanics to creating user interfaces and developing procedural generation systems. Here are some highlights of my contributions:

Development Tools and Technologies

The main tools and technologies I used for creating Successor were:

Gameplay Mechanics

One of my primary responsibilities was designing and implementing core gameplay mechanics to create an engaging and challenging experience for players. Some highlights of my contributions include:

Unit Behaviour Tree

Implemented behavior trees to define unit actions and decision-making processes.

Unit Blueprint

The Unit Blueprint inherited from Wartile, that slowly became a monolith of code.

Procedural Generation

I architected a procedural generation system to ensure the game remained engaging and replayable. Some highlights of my contributions include:

Biome Generation

Architected a procedural system to generate diverse and engaging biomes.

Game Mode Model Template

Designed templates for various game modes to ensure consistency and flexibility.

VR Integration

I recognized the great potential of Successor for VR and played a key role in the game's release on Meta Quest. Some highlights of my contributions include:

User Interface and Visuals

In addition to gameplay mechanics and procedural generation, I was involved in designing and implementing user interfaces and visual elements. Some highlights of my contributions include:

Radial Battle Menu

Designed a radial battle menu to enhance user interaction and provide quick access to abilities.

Unit Ability Material

Implemented materials and shaders to create dynamic visual effects for unit abilities.

Unit Material Frame

Developed material frames to visually represent unit stats and abilities.

Unit Ability Material Function

Created material functions to manage complex visual logic for unit abilities.

Conclusion

Working on Successor was an incredible experience, and I'm proud of the contributions I made to the game. I believe that my efforts played a significant role in shaping the game into what it is today, and I'm grateful to have had the opportunity to work on such an exciting project. If you're interested in learning more about my experiences or would like to discuss the game in more detail, please don't hesitate to reach out.