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Project Categories

2D

3D

Game Design

Level Design

Narrative Design

Systems Design

Unity

Unreal Engine

Personal Works

#unity #2d #gamedes #leveldes #art

kikai

2D Side-Scrolling Hack & Slash Action RPG

In a city ruled over by KIKAI, Tien and Yun are a pair of siblings caught in the midst of two conflicting beliefs, causing them to split and go about their own ways. As Tien feared, his sister's dangerous job of rebellion caused her to be captured by the KIKAIs. With nothing left to lose, Tien leaves behind his quiet life in order to rescue her.

#unity #2d #gamedes #leveldes #art

kikai

2D Side-Scrolling Hack & Slash Action RPG

In a city ruled over by KIKAI, Tien and Yun are a pair of siblings caught in the midst of two conflicting beliefs, causing them to split and go about their own ways. As Tien feared, his sister's dangerous job of rebellion caused her to be captured by the KIKAIs. With nothing left to lose, Tien leaves behind his quiet life in order to rescue her.

#unity #2d #gamedes #leveldes #art

kikai

2D Side-Scrolling Hack & Slash Action RPG

In a city ruled over by KIKAI, Tien and Yun are a pair of siblings caught in the midst of two conflicting beliefs, causing them to split and go about their own ways. As Tien feared, his sister's dangerous job of rebellion caused her to be captured by the KIKAIs. With nothing left to lose, Tien leaves behind his quiet life in order to rescue her.

PROJECT SHOWCASE

PROJECT SHOWCASE

PROJECT SHOWCASE

INTRODUCTION

KIKAI is a 2D side-scrolling action hack-and-slash game created by Digipen’s Team H.U.M. The player takes control of Tien, who lives in a dystopian cybernetic future where robots called Kikai have taken over parts of the world.


In a city ruled over by KIKAI; humans struggle to fight back the oppression, longing for a day of freedom again. Tien and Yun are a pair of siblings caught in the midst of this with two conflicting beliefs; causing them to split up and go about their own ways. Just as Tien feared, his sister's dangerous job of rebellion caused her to be captured by the KIKAIs.


With nothing left to lose, Tien leaves behind his quiet life in order to rescue her.

INTRODUCTION

KIKAI is a 2D side-scrolling action hack-and-slash game created by Digipen’s Team H.U.M. The player takes control of Tien, who lives in a dystopian cybernetic future where robots called Kikai have taken over parts of the world.


In a city ruled over by KIKAI; humans struggle to fight back the oppression, longing for a day of freedom again. Tien and Yun are a pair of siblings caught in the midst of this with two conflicting beliefs; causing them to split up and go about their own ways. Just as Tien feared, his sister's dangerous job of rebellion caused her to be captured by the KIKAIs.


With nothing left to lose, Tien leaves behind his quiet life in order to rescue her.

INTRODUCTION

KIKAI is a 2D side-scrolling action hack-and-slash game created by Digipen’s Team H.U.M. The player takes control of Tien, who lives in a dystopian cybernetic future where robots called Kikai have taken over parts of the world.


In a city ruled over by KIKAI; humans struggle to fight back the oppression, longing for a day of freedom again. Tien and Yun are a pair of siblings caught in the midst of this with two conflicting beliefs; causing them to split up and go about their own ways. Just as Tien feared, his sister's dangerous job of rebellion caused her to be captured by the KIKAIs.


With nothing left to lose, Tien leaves behind his quiet life in order to rescue her.

project details

Duration

6 months

PROJECT TYPE

Game Prototype

TEAM SIZE

6

PROJECT OBJECTIVES

2D Side-Scrolling Action RPG

software used

Unity, Clip Studio Paint, Visual Studio Community, H.U.M Engine

project details

Duration

6 months

PROJECT TYPE

Game Prototype

TEAM SIZE

6

PROJECT OBJECTIVES

2D Side-Scrolling Action RPG

software used

Unity, Clip Studio Paint, Visual Studio Community, H.U.M Engine

project details

Duration

6 months

PROJECT TYPE

Game Prototype

TEAM SIZE

6

PROJECT OBJECTIVES

2D Side-Scrolling Action RPG

software used

Unity, Clip Studio Paint, Visual Studio Community, H.U.M Engine

Role & responsibilities

Role

Design Lead

As a Design Lead, I was responsible for prototyping the game idea in Unity, which meant constructing systems related to the game, including combat mechanics, levels, enemy framework, dialogue and cutscene controls.

I was also responsible for communicating with team members across various fields about the Producer's vision for the game's development at each milestone.


Contributions:

  • Created systems for Combat, Dialogue in Unity.

  • Created environmental assets for Combat levels.

  • Worked with Technical Lead to implement existing systems into custom engine.

  • Worked with Producer to come up with Level Designs for Combat levels.

  • Held playtesting sessions with prospective target audience.

Role & responsibilities

Role

Design Lead

As a Design Lead, I was responsible for prototyping the game idea in Unity, which meant constructing systems related to the game, including combat mechanics, levels, enemy framework, dialogue and cutscene controls.

I was also responsible for communicating with team members across various fields about the Producer's vision for the game's development at each milestone.


Contributions:

  • Created systems for Combat, Dialogue in Unity.

  • Created environmental assets for Combat levels.

  • Worked with Technical Lead to implement existing systems into custom engine.

  • Worked with Producer to come up with Level Designs for Combat levels.

  • Held playtesting sessions with prospective target audience.

Role & responsibilities

Role

Design Lead

As a Design Lead, I was responsible for prototyping the game idea in Unity, which meant constructing systems related to the game, including combat mechanics, levels, enemy framework, dialogue and cutscene controls.

I was also responsible for communicating with team members across various fields about the Producer's vision for the game's development at each milestone.


Contributions:

  • Created systems for Combat, Dialogue in Unity.

  • Created environmental assets for Combat levels.

  • Worked with Technical Lead to implement existing systems into custom engine.

  • Worked with Producer to come up with Level Designs for Combat levels.

  • Held playtesting sessions with prospective target audience.

PROCESSES

PROTOTYPING MECHANICS

KIKAI was an action game designed for fast and lightweight combat-heavy gameplay during its early stages of production. To that end, I focused on integrating a 4-step combo-attack system alongside a dodge mechanic, allowing the player to phase through enemies.

4-step Combo

Dodge (with phase)

4-step Combo

Dodge (with phase)

The team needed a way to facilitate storytelling in the game, so I implemented a dialogue system. I was also able to pin down basic enemy behaviour during this process.

Dialogue

Enemy Behaviour

Dialogue

Enemy Behaviour

After art assets were integrated into the game, we shifted our work onto a custom engine made by the team.

enemy design

To facilitate difficulties in the different levels of the game, we needed enemies that adapted to the player's comfortability:

MOUSE
This enemy is used as a training dummy in the game. It tries to run away from the player, but deals damage to the player if the player is within close range to it.

HOUND
Poses more of a threat to the player than the mouse. Has 2 attack patterns to teach the player that they should look out for enemy skills.

KIKAI GUARD
We originally intended to have two separate enemies; a melee-humanoid Kikai who could counter the player as a threat, and a flying drone to give the player aerial attacks.

Rather, we merged them into one enemy to teach players to timing their dodges in preparation for attacks.

KIKAI COMMANDER
Acts as the game's final boss. Has a melee-centric attack pattern, while using the charge attacks from the Hound.

level design

I collaborated briefly with my co-designer on what the levels of the game should look like, though these designs were not implemented in the final game.

The red lines indicated camera constraints, green boxes as level entry/exits, with different colored pips to indicate enemy type.

These mock-ups were intended to be as player-friendly as possible when teaching them the mechanics and the different enemy types of the game. This included:

  • The player's attack range in Level #1,

  • The player's dodge mechanic in Level #2,

  • Dealing with multiple enemies in a level from the end of Level #2 onwards.


In Level #3, my intent was to allow the player to experiment with their combat capabilities at their leisure. In addition, there were some small sections for parkour, to deliver on the game's fantasy of feeling like a ninja.

environment art

While I was not the primary artist for this project, I did assist in creating environmental assets for the game's levels during production, allowing my co-designer to focus on the character and enemy animations instead.

PROCESSES

PROTOTYPING MECHANICS

KIKAI was an action game designed for fast and lightweight combat-heavy gameplay during its early stages of production. To that end, I focused on integrating a 4-step combo-attack system alongside a dodge mechanic, allowing the player to phase through enemies.

4-step Combo

Dodge (with phase)

4-step Combo

Dodge (with phase)

The team needed a way to facilitate storytelling in the game, so I implemented a dialogue system. I was also able to pin down basic enemy behaviour during this process.

Dialogue

Enemy Behaviour

Dialogue

Enemy Behaviour

After art assets were integrated into the game, we shifted our work onto a custom engine made by the team.

enemy design

To facilitate difficulties in the different levels of the game, we needed enemies that adapted to the player's comfortability:

MOUSE
This enemy is used as a training dummy in the game. It tries to run away from the player, but deals damage to the player if the player is within close range to it.

HOUND
Poses more of a threat to the player than the mouse. Has 2 attack patterns to teach the player that they should look out for enemy skills.

KIKAI GUARD
We originally intended to have two separate enemies; a melee-humanoid Kikai who could counter the player as a threat, and a flying drone to give the player aerial attacks.

Rather, we merged them into one enemy to teach players to timing their dodges in preparation for attacks.

KIKAI COMMANDER
Acts as the game's final boss. Has a melee-centric attack pattern, while using the charge attacks from the Hound.

level design

I collaborated briefly with my co-designer on what the levels of the game should look like, though these designs were not implemented in the final game.

The red lines indicated camera constraints, green boxes as level entry/exits, with different colored pips to indicate enemy type.

These mock-ups were intended to be as player-friendly as possible when teaching them the mechanics and the different enemy types of the game. This included:

  • The player's attack range in Level #1,

  • The player's dodge mechanic in Level #2,

  • Dealing with multiple enemies in a level from the end of Level #2 onwards.


In Level #3, my intent was to allow the player to experiment with their combat capabilities at their leisure. In addition, there were some small sections for parkour, to deliver on the game's fantasy of feeling like a ninja.

environment art

While I was not the primary artist for this project, I did assist in creating environmental assets for the game's levels during production, allowing my co-designer to focus on the character and enemy animations instead.

PROCESSES

PROTOTYPING MECHANICS

KIKAI was an action game designed for fast and lightweight combat-heavy gameplay during its early stages of production. To that end, I focused on integrating a 4-step combo-attack system alongside a dodge mechanic, allowing the player to phase through enemies.

4-step Combo

Dodge (with phase)

4-step Combo

Dodge (with phase)

The team needed a way to facilitate storytelling in the game, so I implemented a dialogue system. I was also able to pin down basic enemy behaviour during this process.

Dialogue

Enemy Behaviour

Dialogue

Enemy Behaviour

After art assets were integrated into the game, we shifted our work onto a custom engine made by the team.

enemy design

To facilitate difficulties in the different levels of the game, we needed enemies that adapted to the player's comfortability:

MOUSE
This enemy is used as a training dummy in the game. It tries to run away from the player, but deals damage to the player if the player is within close range to it.

HOUND
Poses more of a threat to the player than the mouse. Has 2 attack patterns to teach the player that they should look out for enemy skills.

KIKAI GUARD
We originally intended to have two separate enemies; a melee-humanoid Kikai who could counter the player as a threat, and a flying drone to give the player aerial attacks.

Rather, we merged them into one enemy to teach players to timing their dodges in preparation for attacks.

KIKAI COMMANDER
Acts as the game's final boss. Has a melee-centric attack pattern, while using the charge attacks from the Hound.

level design

I collaborated briefly with my co-designer on what the levels of the game should look like, though these designs were not implemented in the final game.

The red lines indicated camera constraints, green boxes as level entry/exits, with different colored pips to indicate enemy type.

These mock-ups were intended to be as player-friendly as possible when teaching them the mechanics and the different enemy types of the game. This included:

  • The player's attack range in Level #1,

  • The player's dodge mechanic in Level #2,

  • Dealing with multiple enemies in a level from the end of Level #2 onwards.


In Level #3, my intent was to allow the player to experiment with their combat capabilities at their leisure. In addition, there were some small sections for parkour, to deliver on the game's fantasy of feeling like a ninja.

environment art

While I was not the primary artist for this project, I did assist in creating environmental assets for the game's levels during production, allowing my co-designer to focus on the character and enemy animations instead.

rEFLECTIONS

I had quite a lot of fun with this project, especially regarding the designing processes, when we were determining the systems to put into place.

I believe that I could have better contributed to the fine-tuning of the combat mechanics as development went on, to better deliver a level of mechanical complexity established from the start of our project's designs.

Though we did not manage to deliver all of what we had initially planned for the game, working with the team was definitely enjoyable, and I learned a lot about my processes from this title.

rEFLECTIONS

I had quite a lot of fun with this project, especially regarding the designing processes, when we were determining the systems to put into place.

I believe that I could have better contributed to the fine-tuning of the combat mechanics as development went on, to better deliver a level of mechanical complexity established from the start of our project's designs.

Though we did not manage to deliver all of what we had initially planned for the game, working with the team was definitely enjoyable, and I learned a lot about my processes from this title.

rEFLECTIONS

I had quite a lot of fun with this project, especially regarding the designing processes, when we were determining the systems to put into place.

I believe that I could have better contributed to the fine-tuning of the combat mechanics as development went on.

Though we did not manage to deliver all of what we had initially planned for the game, working with the team was definitely enjoyable, and I learned a lot about my processes from this title.