Patrik STrandell's

Portfolio

project A

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The Design Challenge

Design a fun cooperative multiplayer action game

What made this design challenge unique

  • A fast-pased game over the network – fighting latency

  • Fun is quite subjective

  • E-sports is for the hardcore, most of our paying customers are not

  • How to introduce new players in a “multiplayer only” game

  • E-sports is about the audience - making the game easy to follow, effects understandable and make acts of player skill noticable

Some of our design results

  • Developed a new and more intuitive control system

  • Developed a playful interactive new player introduction guide

  • Using line-of-sight and positioning to create intuitive tactical depth

  • The game was easy to understand even for new players

  • Making delays before actions visible to give instant feedback over latency 

What worked out design-wise

  • Intuitive controls pave the way for excellent gameplay

  • A great experience for new players = growth

  • Designing gameplay mechanics from our artist's concept art

What we learned from our design decisions

  • Monetization should be designed with the game, not attached afterwards

  • Intelligently matching player's with equal skill is crucial

  • Adding complexity does not always add tactical depths

  • Ingame chat is not essential for building community

  • A lot of our GUI and features did not provide much game value in the end

  • Special effects at a certain point can take away more than it gives

  • We could have considered the e-sport audience watching streams more

  • The game could have been even easier for casual players and had an even greater reach, without making the game worse for the hardcore

Why I chose this project for the portfolio

I hope this shows I have a deep understanding of user interaction design with quick feedback cycles. That I understand the constraints and tradeoffs around latency and consistency.

I hope it shows that I cared a lot about putting the user first, and I know how to conduct user research and get design metrics from playtesting.

I also hope it shows that I have a great understanding of working with other expert disciplines (programming & art) and that it shows that I understand that the final result depends more on that cooperation than on just the design ideas themselves.

I also hope it shows that I know a lot about game design & story telling.

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