Design a fun cooperative multiplayer action game
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
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
Intuitive controls pave the way for excellent gameplay
A great experience for new players = growth
Designing gameplay mechanics from our artist's concept art
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
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.
Stunlock Studios
Startup 2009 -->
Team size: 15 people
Time: 3 years
My roles: {
Project Manager,
Designer,
Lore Writer,
Network Programmer
}
Link: Steam
Click to view screens from the game