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Purui Shi

Level Designer

Week 1 & 2

Journal

The main work of our group during these two weeks was to assign each team member's role and to discuss and game proposal. We determined the main style and gameplay of the game as well as the map and other content. After finishing the game proposal, we had a critique and feedback with the teaching team, and we had an offline team meeting to revise the feedback and decide on some details of the game.

 

During these two weeks, my main contribution was to actively discuss and write the game proposal with the team members and make suggestions on the game content for the backstory and some of the character designs. Our game will be set in the fictional world, where the protagonist will play the role of a warrior who purifies the polluted monsters. I also designed the visuals of the core loop. The three main parts of the game structure are analyzed: challenges, rewards and builds. Then I will start working on the level design of the game.

 

Reflection: The reflection I got after the critique with the teaching team and classmates is how to combine the roguelike element and farming element of the game style is the main problem we have to think about. As well as reflection on whether the scope of gameplay would be too broad and the need of multiplayer modes. I think we need to think about the practicality of the game design. After discussion we will remove the game's multiplayer mode, so that the game focuses on designing a single player experience. We will also design three switchable modes of player attributes and skills to enhance the playability of the game. And set the image of the main character as a rabbit, the game will use the pixel art style.

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Week 3 & 4​

Journal

This two weeks our team has enhanced the concept of the game and the game play mode. We took out the multiplayer mode and replaced it with a single player who can use multiple skill modes, allowing players to experience the playability of the game. We designed the three attribute skills of the main character and made them switchable. Completed pixel art and movement design for the main character, as well as sketches for some of the main NPCs and enemies. Distinguished the different features and concept sketches for the four level areas.
 

My main work in these two weeks is to complete the design of the protagonist and antagonist of the game proposal, I designed the backstory of the main character Rabi and drew the concept art of the golden tree and the final boss. I designed the backstory of the main character Rabi and drew the concept art of the golden tree and the final boss. Then finished the draft concept of three maps: forest, ocean and desert.
 

Reflection: Through feedback and critique with the faculty team and classmates, we found that our game styles still didn't work well together. There is not a strong connection between our roguelike and farming simulation, making it look like two games. The idea of planting for seeds could be improved. The player's design for returning to the base at the end of each level was not clear. So, after group discussion, we decided to remove the setting of planting seeds. And use other methods to improve character abilities instead. For the subsequent design we still need to discuss and clarify the experimental aspects of our game and the selling points.

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Week 5 & 6

The goal of our group in these two weeks was to complete the first prototype and playtest the game, and we overhauled the design direction. First, we removed the planting and farming sections from the original plan because we could hardly find a good combination of the two game styles, so we focused on the seed design. Second, we tried to find a unique selling point for our game, after several team discussions and feedback with our teaching assistant. We focused the design on seed synthesis power buffs using seeds and synthesis scrolls gotten from defeating enemies. in addition random buffs will drop on the map, some of which can create effects that interact with the scene.

 

This week my work is to create the artwork, I made a few game skill icons and redesigned the core loop, but there was a mistake in the improvement of the core loop, originally will be based on the results of this prototype, but the implemented function be write up. I will continue to improve the core loop and make buff icons.

Week 7 & 8

The main work of our group in the last two weeks was to improve the elements of the game, as well as to add more elements. We added a new rabbit form and more buffs to choose from. In terms of level design, we improved the content of the first level and added a new level as well as a teaching level. Based on the feedback, we modified the design issues and playtesting sessions, focusing on the big aspects of the design issues rather than the small details.

My main job was to draw the game assets and participate in level design.

Week 9 & 10

After several team discussions and feedback from the teacher team, our group has determined the direction of the upcoming game design and its unique features. The game will focus on the skill attributes of the characters, who will have the power to use both fire and ice elements. Through the elements, players can interact with elements in the scene and defeat enemies with special elemental resistance. Players will experience the fun of the game by flexibly using the power of the elements. Another feature of the game is the diverse buff settings. Players will acquire different buff effects through synthesis and pickup, and by combining buffs, they can make their characters stronger.

My main job is to design the skill icons and UI interface for the characters. The main UI interface of the game is the HUD, where players can clearly see the character's health and skill usage on the screen. At the same time, we will establish a buff list to provide players with information about the buffs.

Week 11 & 12

In the final stage of game development, our main task is to strengthen level design and refine all art resources. We are designing different types of monsters, their movements, and behaviors. Each level will feature different types of enemies and enemy behaviors to increase the difficulty of the game as players progress through the levels. Players will enter the final boss level after completing all levels, and the boss will have different difficulty levels and unique skills. The boss battle will have two phases. Our group's main task is to design a special and challenging boss that fits the game's difficulty level.

My main task is to refine the game's art resources by drawing different types of enemies for each level, including flying enemies, melee enemies, and more.

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