This section contains systems and work that I have done on projects yet to be released, mainly Snowcastle Games’ already announced Earthlock 2.

Most of these systems and designs have gone through several iterations and feedback rounds, and have been expanded or scaled down.

Software

  • Unreal Engine

  • Google Drive

  • Notion

  • ClickUp

Crafting Systems

I have designed crafting systems for weapons and items.

  • The system included how and where to get desired resources and refine them into crafting materials

  • The systems was designed to have materials crafted into components

  • These components could then be combined into different types of weapons and items

  • Each component added different stats to the final product

Basebuilding System

I designed a system for building, rebuilding, customizing and upgrading settlements.

  • The system detailed how the player could find or place foundations for buildings

  • The system was designed to interact with the crafting systems for creating the buildings

  • It had an extensive customization system with options for cultural visuals, colors and attachements

  • The buildings could be upgraded to yield better resources or stats, and had multiple buildings that tied into other features and systems

Dungeon and Level Design

I have designed multiple levels and dungeons that explore and utilize game mechanics

  • The dungeons utilized character specific mechanics to progress and access new areas

  • They included placement and pacing of enemies, obstacles and bosses

  • The dungeons and levels have included puzzle designs of varying difficulty

  • They have been protoyped and iterated with blueprints in Unreal Engine 4

Character Progression Systems

I have worked on progression systems for characters, focusing on how to expand on it from the first Earthlock game.

  • The systems have all included versatility and options for the player to go in different directions on the talent board, and be able to change it at any time

  • I have designed different types of talents that can be placed on the board, including stat increases, combat abilities and perks

  • I have explored how the character progression system can tie into the companion systems

Creatures and Companion Systems

I worked on different systems for how to get companions, and how to improve them.

  • The systems included creature spawning and taming mechanics

  • It also included how different creatures react to different environments

  • Designed how the system could tie into the base building feature

  • Explored how each companion could expand the players talent board

Faction Loyalty System

I have worked on how NPCs from different factions react to the players actions and how it affects their relations

  • The system was designed so that interacting with one faction could increase or decrease your relationship with another faction

  • A players releationship with a faction would change the types of quests and rewards they would get access to

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