SWEEPING THE RUINS
Sweeping the Ruins is a co-op action-adventure game where players explore dangerous ruins and use traps in order to wound and kill a rampaging monster threatening their village.
As the lead designer, I oversee the design and development of gameplay for Sweeping the Ruins from conception to its intended release in April 2021. I work closely with the other members of my team to ensure that each design decision supports our main pillars of gameplay: collaboration, ingenuity, and triumph.
My Responsibilities Include:
Leading a small team to design an untraditional trap-based combat system from scratch
Communicating with other sub-teams
Ensuring design supports the vision of our director
Establishing clear design goals
Creating mechanics and level layouts
Prototypes made in Unity 3D
Game developed in Unreal Engine 5
Programming Languages: C#, Blueprints, C++
Platform: Playstation, XBOX, PC
Dev Timeline: April 2020 - Present
Team Size: 23
Design Team Size: 3
Made in collaboration with USC Games
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.
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.
By breaking the oil barrel, the monster gains the flammable effect. The player then inflicts the burning effect on the monster by using the bomb.
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.