Design Team Sprint 2 Week 1



Aden

I have been focused on the game’s enemy design and storytelling. They will be handling the creation of specific enemies, including how they function and attack, making sure each one feels distinct and contributes to the gameplay experience. They’ll also be planning the boss battle area and the final boss encounter. The final boss will be a stealth-puzzle-focused fight, where the Ossiarian is rampaging in an arena and the player must avoid detection while figuring out how to defeat it. On top of this, Person 1 will also be writing voice lines, including dialogue for the drone, Zub’s lines, and the Ossiarian’s noises, as well as ensuring the player’s SFX are covered.

Jaedon

I am responsible for finalizing the level blockout. This means locking down the structure of the level so the overall flow and layout are ready for polishing and content implementation. Their work will provide the framework within which the puzzles, enemies, and boss encounters will all come together.

Cole

I am in charge of puzzle and progression placement. They’ll be setting the exact locations for puzzles, locked doors, and the items needed to unlock them, making sure progression feels balanced and rewarding. They’ll also add enemies to the starting area to shape the player’s first encounters and set the tone for the rest of the game.

Emmanuel

I am working on environmental interactions throughout the level. This includes designing mechanics like levers that open doors and other interactive elements that connect the player’s actions with changes in the environment. Their role ensures the world feels alive and responsive to player input.

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