Trying to Design for Overwatch

I love Overwatch. I am fascinated by how took the role-playing shooting genre to the next level with so many different heroes and abilities to choose from; I’m also amazed by how they did so well in telling background stories of the roster with so little effort. In a role-playing competitive game, stories are clearly not the most important, but yet I find myself deeply invested into the universe.

As a game designer and a fan, I often think about the current state of Overwatch, and how to improve the experience and bring more fun to the players. So in January 2019, I’ve started a little project called “Notice me Papa Jeff”. I gathered a few of my friends, who are also game designers, and started brainstorming ideas on a new hero. We had a few meetings, and came up with a list of abilities that we’d like to mix-n-match.

Unfortunately, as we all attend the Entertainment Technology Center, our schedules were swiftly populated by project meetings, assignments and work deadlines, and so we had to put this project aside from our queues; nevertheless, I really liked what we were doing, and especially what I was doing: designing for a game that I love.

So I kept working on it as a side-project on my own, using all the spare time that I have; and now, as the basic have been established, I feel like it is a good time to open it up to the public and receive some feedback.

So here it is! Ranyatta, or, at least for now. 

From the name you could tell that the character is a derivative from Zenyatta. He is a support class, like his twin, but does not focus on healing or individual assists; he is focused on toppling teamfights and reversing the odds at clutch situations. Ranyatta is a hero that requires extensive knowledge and observations to play with, but is very rewarding for the whole team once his abilities are executed correctly.

You can read the document by clicking me! Let me know what you think.

Bakery Rivalry: A Game Concept Aimed To Simulate Real-World Trading Scenarios

I started playing RuneScape in 2005, shortly after it’s second version just launched. My experience with MMORPG was very little, and the only other MMORPG I played was Maple Story (when online games are deemed “useless, harmful and cost unnecessary cash” by my mother, which are all painfully true). After completing all the free missions and countless hours of grinding I made myself a “considerable” fortune; the problem was that this fortune was barely usable, since at that time the only ways to spend that money were either purchasing items from NPCs or trading with random players, who will probably only accept the request if you offer ridiculously more than expected.

Then in 2007, a new feature was implemented in to the game — the Grand Exchange. Essentially it collects all the needs and offers across all servers, and let’s players to purchase items through a price decided by the market. This allows players to get what they want for a reasonable price, and also allows sellers who want really wanted to sell items an easier way to find the correct customers instead of wandering around in the world inefficiently.
MMORPGs nowadays all have similar trading systems. For example, Blade and Souls has the exactly same market system that allows players to put their items on sale for the entire community.

Continue reading Bakery Rivalry: A Game Concept Aimed To Simulate Real-World Trading Scenarios

“Unto The Horizon” Postmortem – Week 2

Hello! You’re at the week 2 postmortem for “Unto the Horizon”, an ETC BVW Round 4 project at Carnegie Mellon University. Here’s a quick glance of what we did for week 1:

  • Round 4 is a story-telling round.
  • We’re using the Cave Autonomous Virtual Environment (CAVE) room. It is a room with 3 big screens and a moving floor.
  • We’re telling a story about launching a rocket. We aim to invoke emotions of accomplishment and the joy that comes with it.
  • It’s an asymmetrical experience: One team will be in the CAVE as pilots, and the other team in another space as Mission Control. Plays like Keep Talking and Nobody Explodes.
  • Feedback: Lack of story, no interest curve, not intense enough.

You’re always welcome to go back to the previous blog post to know more about this project! Without further or due, let’s begin our week 2 development!

Continue reading “Unto The Horizon” Postmortem – Week 2

“Unto The Horizon” Postmortem – Week 1

Hello, commander! You have arrived at the postmortem blog for “Unto the Horizon”, an ETC BVW Round 4 project. BVW, acronym for Building Virtual Worlds, is a class taught at the Entertainment Technology Center (ETC), where students go through 5 rounds of distinctly themed projects and learn game development fundamentals and soft skills such as cooperation and communication.

Continue reading “Unto The Horizon” Postmortem – Week 1

“The Poorly-lit Exploration Project” Postmortem: 3

Welcome back to another postmortem post for TPEP……this name is too long to input, I’ll change a name next time. Last time we talked about audio and subtitles. They helped building the story of the game, and added color and liveliness to the whole environment.

In this final post, we’ll go into some other features in the game, including the items to be picked, the terrain and some optimization.

Continue reading “The Poorly-lit Exploration Project” Postmortem: 3

“The Poorly-lit Exploration Project” Postmortem: 2

Last time, we mentioned…

  • What this project is: This is an independent project to push my skills further. The goal is to pickup 20 items, invoke particle systems and tell a simple story.
  • Setting Up: I’ve decided that the story should take place in the remains of a deserted village, and the protagonist is revealed with her past, and her destiny as she explores the ruins.
  • Character: How I approached the mechanism to control our character.

So, without further ado, let’s continue.

Continue reading “The Poorly-lit Exploration Project” Postmortem: 2

“The Poorly-lit Exploration Project” Postmortem: 1

“The Poorly-lit Exploration Project” was an independent project set out to push my own limits and learn new knowledge in Unity.
My primary objective was to pick up at least 20 objects, and invoke a particle system whenever the player picks them up. I also wanted to test my skills as a narrative design, so my other goal is to tell a simple story through this experience.

Continue reading “The Poorly-lit Exploration Project” Postmortem: 1