Gerard Romeu

GERARD ROMEU - DESIGNER

Gerard Romeu

I’m Gerard Romeu and I have been a designer for The Mandalorian - Sand of Arvala. During this project, my experience as a designer was to know what to implement and knowing the limits of a whole team. Most of the time, quantity doesn’t equal quality. Overall, although It was a rough experience, I really enjoyed contributing to a big team pipeline with proper communication. It has contributed to my personal growth and I feel that after this experience I can get an idea of ​​what is coming in the future and seems to be cool.

I was on different scrum teams during the whole game’s production so I learnt different aspects that a game needs and how to handle It properly to other teams to implement It into the game continuing the process of the pipeline.


PROJECT CONTRIBUTION

Game Playstyle
My first task at the project was to deeply analyze a rogue-lite game to get the basis of what a good rogue-lite game is supposed to be. The game analyzed was Hades.

Sidekick Design
I was on charge of designing the abilities and mechanics of different sidekicks for the game. Finally we decided to stick with one sidekick for the whole adventure which is Grogu.

Item's Design
I designed both in-run and in-hub items of the game, as well as the consumables. Unfortunately, we weren't able to implement all of them but a great part.

Guns' Design
I also was in charge of designing the different guns that the player will use troughout the game.

Design of Upgrades and 1st Iteration of Loot System
I designed the upgrade system and the progression between every level. Also, I drafted the Loot System with an Excel. This version anyway was mostly changed by other designers for the final iterations of the game.

Environment
In the environment scrum team, I created the blockouts of some of the levels of the game. Through the milestones, we iterated 4 times all the blockouts and tested the path, amount of enemies, obstacles,... Once the blockouts were approved, I converted the levels with the assets and textures from art and then exported them into the engine. The final step was to build my levels into the engine and create all colliders and distribute the prefabs in the scene.

Narrative Script and Dialogs
At the beggining of the project, I created and wrote the whole story of the game. Finally this quantity couldn't be implemeted due the lack of time. So as a solution I wrote all the dialogs for the game, a simpler approach that worked very well.

Prototyping
About the enemies, I designed the first boss: IG-11. Then, I prototyped the first boss as well as the second one in Unity to check the values, mechanics and gameplay of both of them. I also prototyped the turret enemy.

Website Video
I sketched and edited the video that is played on the back of the website.

Playtesting
I contributed on bug fixing testing the builds of the game throughout the production of the game.

Blockouts
Boss1
Boss2