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Titanium Core

TRAILER

Project Details

Category
Tactical Turn-based Strategy

Production Time
7 weeks

Responsibility
Project Owner
Scrum Master

Team Size
13

Task
Technical Design
UI/UX Design
Level Design
Animator

Game Engine
Unity

Supported Platforms
Windows

Game Description

Titanium Core is a tactical turn based strategy game set in alternate history.

The Roman Empire never fell and instead they conquered the world. It is up to you to lead a squad of celtic mechs on three different missions against the romans.

Each of your three mechs are equipped with special weaponry.
The ranger, excels at close combat with its heavy hitting shotgun.
The grenadier loves to blast big areas with her explosives at mid range,
and lastly the sniper is perfect for finishing off enemies from a long distance.

Only with clever strategic choices can you lead the celtic resistance to victory and liberate Britannia from roman control

GDD

Together with the designer team created the GDD. I focused on integrating the design pillars into gameplay. As well as designing the combat and technical parts of the game together with the team. I also designed the Micro, Mid and Macro loops of the game.

Design pillars

- Strategy
- Player driven narrative
- Progressing

Gameplay Pillars

- Walk, shoot and cover
- Pool of movement
- Shoot and chance to hit
- Cover protection
- Multiple missions

Leveldesign Pillars

- Cover for the players
- Gameplay pacing
- Scale map
- Threat, tention and tempo areas
- Game feel

I created and formulated the walk, shoot and cover protection system as well as pool of movement, I also updated the GDD with the valid information and I focused on integrating the gameplay pillars into the game.

Also I held meetings, planned the time schedule and helped the team to iterate, research and create new levels, as well as define gameplay critical information as scale maps and gamepacing and flow. I also focused on bringing the level design pillars into the game

Game Flow Chart

I focused to make it easy for the programming team to code towards our attended user and gameplay experience by making flow charts on how the game loops should playout so that we were on the same page. As well as how AI should work and what choices the players should have while playing.

Macro

AI

Player

Level Design

We designed to put the player experience first. I tried to see were the player does focus their eyes, what route are they most commonly taking and what strategy to win do they usually use. The game needs to be simple enough for players to start playing the game from the get go and challenging enough for more experienced players.

Image 1

Animations

I created all the animations in the game and setup the animation controllers for all characters and enemies. As we were lacking on animators in the team i took the opportunity to learn a new software (Maya 3D) as well as create all necessary animations to give players the right game feel.

Enemy Melee

Enemy Tank

Enemy Ranged

Project Management

I created all the necessary documents that were needed to plan and execute the project. I was in charge of the daily standup and planning-meeting as well as dividing and prioritizing tasks. I put up milestones for the project and divided the team into 2 cross disciplinary teams, and this helped us complete tasks faster and more efficient.

I created a burndown chart document, were me together with each developer estimated the time to complete tasks, valued the tasks with points and the sprint workload.

I also created a time management document were its split in different disciplines. Were I plan ned the major milestone tasks for each discipline and visually presented them in a timeline. It made it easy for the team to se were we are and to se what we have to look forward to next.

I also created a road map document, where I and the team together agreed on the timeline and scope of the project.

Burndown chart

Time management

Road map

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