SEBAS DELGADO - DESIGNER
I'm Sebas Delgado, a designer for The Mandalorian - Sands of Arvala. I've been working through the project as a level, system and audio designer with other variety of tasks. Also, I worked with tasks that are not related with the role of designer.
It has been a project where I've been able to improve a lot in my profesional and soft skills and discover surprisingly new roles suited for me.
I really enjoyed the time developing the game and the challenge that was getting to this point so far. It makes the experience as a valuable one that you will never forget. I really enjoyed when we all worked as one and results started to get somewhere.
PROJECT CONTRIBUTION
Game playstyle
To start working in possible prototypes for the gameplay and have good references I worked on a deep review of other Rogue-Lite games. In my case I analyzed Enter the Gungeon.
Level design
This one was one of my main task throught all the project. It went from making block-outs to add the props and fitting the art according to the guidance of Marc Ripoll to finally make the level functional inside our engine. I started with some basic metrics definition for all the levels and then iterate with simple block-outs design. This evolve up to the level that we can find in the actual build of the game. After some milestones I manage to get a good pipeline of work, and help the rest of designers giving them feedback and improving some of the levels.
Management tasks
Through a couple of milestones the enviroment scrum grow up to 13 different people working on it. During this time I was in charge of making that we all worked as one and get the tasks done avoiding overworking.
Camera iterations
Investigate different types of cameras that could work with our game and then as a team decided which one suited the game the most.
Loot System
This task was mainly focused on finding a way to have all the diversity of items that we manage to get in the game. For this I worked with some VBA programming and Excel to design and recreate the system that will be in the game in order to test up to 1000 of runs and then decide the best percentage of drops for the different categories.
Economy System
This one was not in time to get fully implemented. Also was implemented with VBA programming and Excel to simulate some runs and acknowledge the state of the system and try to balancing more credits dropped by all enemies.
Final Sfx audios
I have a good microphone at home and some knowledge of audio edition, for that reason I did all the sound effects that are in the last build of the game. Most of them have been recorded with home utilities and then edited with Audacity. With this, and the feedback from other teammates we manage to get some satisfaying Sfx for the gold version of the game.
Final Guns
With the help of other designer we manage to make the final version of the different weapons making one of them interesting in his own aspect.
Playtesting and bugfixing
This help a lot the game up to the level of polish accomplished by the team on last milestone.