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BLITZFIRE
ROLE : TECHNICAL DESIGNER | PLAYABLE EXE (XBOX CONTROLLER REQUIRED) | TEAM SIZE = 1
AN EXPLORATION OF ORTHOGONALITY AND GAME DESIGN PROCESS


OVERVIEW


​Blitzfire is a Doom styled FPS with simple levels that aims to create a player mindset of puzzle solving by killing the right enemies at the right time. Weapons and enemies are orthogonally differentiated on an axis so that players can formulate schemas in their mind on which weapons are effective against which enemies.

Blitzfire is also an experiment with the design process. Tests were executed to observe emergent player behavior and levels were designed based on these tests.

THE RULESET

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In addition, two defense mechanisms are crouch based cover and time based invincible force-fields :
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THE MATRIX TEST

The idea behind the test was that in observing the elicited player behavior when these elements were used in isolation, we would be able to use them more appropriately when combined in levels. 4 playtests were conducted with permutations of the two weapons with the two defense mechanisms. The results were fascinating:
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The test yielded the following insights that were used to design levels :

COVER USAGE

Observation : The utility of cover points are largely governed by the field of vision from a peek.
Take Away : Consider field of vision viewer gets from peeking from a cover point for indirect control on player's fire and movement
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Ineffective cover point due to lack of vision from peek
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Effective cover point due to clear vision from peek

FORCEFIELD USAGE

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Observation : Forcefields are used when players feel overwhelmed or unseen damage is taken.
Take Away : Predict forcefield usage by creating environments where player are overwhelmed by enemies.
Observation :  Players try to optimize forcefield time by placing multiple enemies in stagger state.​
Take Away : Balance stagger time, weapon reload time, forcefield time and number of enemies to ensuring maintenance of stagger is a feasible option.

PLAYER MOVEMENT

Observation : Breaking cover and using forcefield depends on weapons available or effective in a scenario.  Specifically, there exists an orthogonal differentiation between the usage of cover with pistol and the usage of a forcefield with shotgun.
Take Away : Predict player movement by limiting function of weapons and/or granting access to defense mechanism options. 
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Using a forcefield allows the player to safely manouever to a point where the shotgun can do damage
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An incoming commando forces the player to break cover when only the pistol is available

ENEMY PRIORITIZATION

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Observation : Unless cover is jeopardized, players  will always prioritize soldiers (hitscan damage) over commandos (projectile damage)
Takeway : To problematize player decision making, commados must have greater speed and greater projectile damage so that danger becomes imminent when the commando approaches

LINK TO PAGE  2 - LEVEL DESIGN

LINK TO PAGE  3 - ENEMY AI
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