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November 2019

Splitwind

BRAWLER - PC

Enemies Design - Unreal Engine 4

What are we wait for a brawler game? To be nervous, juicy and to have enough enemies to hit, again and again!

 

Splitwind was created to fill these conditions, and much more: instead of a horizontal play zone, we decided to create a vertical area. To travel between the plateforms, you can use the special skill of your character, the Dash: it allows you to - how it is named - dash through your enemies. The more your dash is charged, the more the effects are powerful!

MORE INFO.

Design enemies

One of my works on Splitwind consists of creating patterns for the basic enemies and the boss. I then establish an archetype for each of them, based on the common archetypes of games (warrior, knight, archer...). The boss was harder, considering that he possesses multiple attacks to balance and phases to trigger at specific moments.

Balance game and resolve bugs

Before its definitive version, the Dash (main mechanic of the game) knew multiple reworks. Because of the type of the game, we had to take care of the balancing: which is the ideal maximum range to dash? How manage its potency? We also needed to test a lot in order to identify and fix bugs: indeed, a dash in a nervous game can easily become problematic, and we encountered some funny cases, like the fact to pass through walls! 

MEDIAS

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