The Cursed Revolver – Director / Team Lead
This project was very close to me, since it was my first time leading a team handling multiple parts of the game development process.
Lead Responsibilities:
● Developed and pitched the game concept to 200 students and professors.
● Presented updates to stakeholders and industry professionals throughout the year to pass a multi-stage elimination pitching process to reach development phase
● Built a team from the ground up, created and maintained pipelines for the team
● Planned marketing, publishing, interfaced with 3rd party vendors
● Provided quality and design feedback to maintain consistency and vision for the game.
Development Responsibilities:
● Developed prototypes for pitches
● Acted as a part of the gameplay team involved in core hero design, abilities, engineering tasks, tuning and polish
● Overall Game flow and progression
● Assisted in level proc gen design
Game Description an Lore
The Cursed revolver is a Top-Down, Twin-Stick, shooter where The Wild West is plunged into chaos when the land is cursed by an artifact known simply as, The Cursed Revolver. Discovered by an unsuspecting cowboy, the revolver becomes bound to him, and demands payment of life. The cowboy must now face the deadly demons of the west if he is to have any hope of breaking the curse.
Main Concept:
Every ability costs health. Player must think about their health while planning every single move in the game. When player leaves a decoy shadow behind, they would lose 2 bars of health while doing so.
Motivation:
I am trying to challenge the use of health in games and make the player think more about their health compared to other shooter games. The game is designed to nudge the player to manage their health while in a fast-paced environment. While the player pays a health cost to use an ability, they also quickly gain health by killing enemies. This makes for a heart pumping core risk-reward game loop.