Project Name:

D&D6: D&D But you actually have fun now

• Immersion First


• Adaptability


• Dynamic Combat

Key Intentions

• TTRPG System & Setting


• 1 Week


• Fast to Learn


• Immersion-Focused


• "Rework" of Forgotten Realms

General Information

• Game & Narrative Designer


• Reflect on Dungeons & Dragons


• Fun Combat and Magic


• Compelling Setting

My Role & Tasks

Through the Great Vine

• High Concept Document


• 3 Weeks


• Adventure Game


• Immersion-Focused


• Americana Inspiration

General Information

• Game & Narrative Designer


• Design a journal Feature


• Design traversal mechanics


• Link cryptids to gameplay

My Role & Tasks

• Sense of wonder


• Encourage experimentation


• Dynamic Combat

Key Intentions

Play as an explorer venturing through the Great Vine during the Dust Bowl to document cryptids by taking pictures of them to fund their research

Work In Progress

Grim Accessiblity Document

• Accessibility checklist


• Based on GRIM


• Make sure the game is accessible


• Plan for the future of the game.

General Information

• Keep it feasible


• Enable a larger group of people to play


• Learn about accessibility

Key Intentions

PVC_PMC

• Everything is 3D Printed


• Expendable Dummies


  • Chaotic with no worries

Key Intentions

• Extraction Shooter


• 3 Weeks


• Layered Progression


• Community Feeling


• Hoarding Fantasy

General Information

• Game Designer


  • Design the Out-Game Feature Loop


• Create rewarding gameplay loops


  • Create clear documentation

My Role & Tasks

Maroon Islands

• Play a Messiah


• Different Game Loops


• Light Strategy

Key Intentions

• Real Time Strategy Game


• 3 Weeks


• Based on an Artist's work


• Cosmic Horror


• Pikmin x Rimworld

General Information

• High Concept Document


• Feature Design Document

My Role & Tasks

Make a Feature Design Document

I had to present a feature from this project for our end of year project, and I chose to present the entire out-game feature group. Everything that has to do with managing your character, your base and your arsenal. For each feature, I outlined its main intentions, and how I answered them using Coda, schemas, Google Sheets and Machinations.

Encourage community feeling.

Another goal I set myself for this project was the community feeling. This adds a lot to the longevity of a game, especially one that is played in cooperation with others. The Endless War mechanic is my take on a community driven effort visible to all and influencing various aspects of the game.

Make Features less hostile

The games that inspired this project are all very hostile in design as they are made for a hardcore niche audience. I wanted a more casual approach and took from more popular games that focus on fun between friends to create an approachable experience that blends the realism and pressure of extraction shooters with the bombastic fun of co-op horde shooters.

ELI SPARWASSER

Junior Game Designer