SANKET DAS
GAME DESIGNER
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Overpowered is a game about player-versus-player combat. There are five different characters available, each with four different abilities. It is based on classic twin-stick shooter controls and arena-based combat. The game promotes strategic elements in a quick PvP combat by the use of each character’s skill with good synergy.
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Role - Game Designer
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Genre - Twin Stick Multiplayer Arena Shooter
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Development Time - 3 Months
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Tool - Unity 3D
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Team Size - 9
Responsibilities
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Character ability design
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Mechanics
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Arena Design
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Character Balancing
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Documentation
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Game Trailer
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Editing of Sound effects
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Close communication between art & programmers
Constraints
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The game had to be spectator friendly.
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The game had to target hardcore and mid-core audience
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Focused on promoting a video game conference event
Mechanics
During gameplay, each player either shoots(Ranged) or slashes (melee) in order to eliminate the opponent. In addition to the primary skill, there are three more skills that can be triggered to aid in combat. All of the skills are situated in the trigger buttons and also the bumper buttons of the controllers
ARENA
This arena was designed by me. The map consists of three different types of objects. [1] represents the indestructible objects, [2] represents the destructible object which when destroyed respawns after a set time. [3] represent spikes that when collided with, deals damage to the player.
This map balances between providing enough cover for melee, and allowing enough space for ranged to duke it out. Spikes and destructibles allow for exciting gameplay and allow players to use them to their advantage during a match.
Unique Selling Points
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Asymmetrical Characters
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Spectator Friendly
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Competitive gameplay
Future Development Plans
The game is supposed to be a proof of concept that games of such nature can be used to promote game conventions like GameStart. Moving forward, there would be future developments to turn it into a fully fledged game that would be featured in GameStart convention tournaments.
Future developments include implementing networking in the game, to allow players to engage with opponents from their homes. There is also a need to further polish the game effects, e.g. particle effects, and include more characters and levels into the game. Lastly, more balancing is needed in order to ensure a satisfactory competitive gameplay for the hardcore audience.