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SWEEPING THE RUINS

Sweeping the Ruins is a multiplayer boss runner where players explore dangerous ruins and use traps in order to wound and kill a rampaging monster threatening their village.

Lead Designer

STR Anchor

MY ROLE

As the lead designer, I oversaw the design and development of gameplay for Sweeping the Ruins from conception to is release in April 2021. I worked closely with the other members of my team to ensure that each design decision supported our main pillars of gameplay: collaboration, ingenuity, and triumph. 

My Responsibilities:

  • Lead a small team in designing an untraditional trap-based combat system from scratch

  • Communicated with other sub-teams

  • Ensured design supports the vision of our director

  • Established clear design goals

  • Created mechanics and level layouts

  • Maintained documentation

Game Details:

Prototypes made in Unity 3D​

Game developed in Unreal Engine 4

Programming Languages: C#, Blueprints, C++

Platform: PC

Genre: Action-Adventure

Dev Timeline: April 2020 - May 2021

Team Size: 23

Design Team Size: 3

Made in collaboration with USC Games

DESIGN EXAMPLES

Firebomb Trap

I designed the firebomb trap to take advantage of several different objects from the level: the bomb and the oil barrel. On its own, the bomb is a combustible object that is too weak to significantly harm the monster. To make the most of this item, players must first douse the monster with oil found in the various oil barrels placed around the area and then ignite the monster with the bomb which engulfs the beast in flames. 

Monster Behaviour

The monster was designed to be a large hostile creature that will detect and chase players that enter its field of view. The monster can also shift its attention to loud noises and objects of interest in the environment such as a thrown object or an explosion. In addition to damage, traps can be used to inflict debuffs such as stun, rage, burn, blind, and bleed. 

Level Layout

I designed the main area for the boss fight after a colosseum with multiple levels that feature vertical movement between floors. The monster will start at the bottom center and will not begin attacking until it’s provoked. As the monster switches phases, the layout of the environment changes to allow/prevent access to certain areas. The varying states of the environment are also designed to complement the movesets of the monster for that specific phase.

Gameplay Video

Game Trailer

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