KATMANDU: ETHERMERGE

Company

Epic Story Interactive

Role

Design Lead

Platforms

iOS, Android

Genre

Puzzle, Adventure, Match-2

Tech

Unity, Unreal Engine, C#

Design Skills

Product, UI/UX, Level, Gameplay, Narrative, Leadership

We paired with Falcon’s Beyond as a client for this project, with a goal of releasing a mobile game alongside an upcoming resort opening. Utilizing their in-house IP from for their amusement park rides, we pitched a Match-2 game for ease of play, accessibility, and our studio speciality with branded puzzle games. To meet their strong storytelling expectations, we crafted a narrative component with the pitch to tie into their IP growth targets.
 
We held weekly syncs with our client to apprise them of progress and get feedback on every aspect of the game. Our Project Manager took care of most of the client communication outside of these syncs, so that I could focus on the creative and development side.

Product Design

I was heavily involved with shaping the game after the initial Match-2 pitch. I wrote up a detailed Game Design Document covering all the details of the gameplay, screen layout, and where characters and story would come into play. While the GDD was client focused, it also contained the engineering blueprint for the tech team.

  • Created UI wireframes for all the game-screens to ensure art and engineering were on the same page.
    • This made it easier to show design plans and gain approval from client.
  • Crafted the Game Design Document and product direction based on internal needs, client needs, and our short development time frame.
    • Document was both client focused and engineering-oriented to detail out the full game with charts, graphs, and UI wireframes.
  • Synced weekly with our clients to ensure development progress proceeded accordingly.
  • Worked with the client on content development in tandem with their internal IP development.
    • Our internal narrative design and writing was being developed at the same time as a lot of their own lore was being solidified.
  • I pitched a set of design innovation plans to our client to improve presentation and innovation of the game outside of the original GDD. 
    • This secured additional funding and an extended timeline for the innovations the client selected! 

Level Design

We planned out the game to have a hub world that players could explore and unlock new realms. This allowed us to start with our MVP content and leave room for expanding with future updates. I designed the level maps based on assets, ride videos, and in-progress story information, and showed out client the layout drafts as we moved through production. Even with the layouts that needed to be made from scratch, with minimal feedback, our client loved them!

  • Planned out layouts and scenarios for 4 realms and 1 hub world.
    • Kept 2 realms and the hub world for initial launch.
    • Designed, greyblocked, arted, and implemented gameplay changes and animation for puzzle completion.
    • Designed room for side quests, exploration, and space to expand with future releases.
  • Worked with assets between Unity, Unreal Engine, and renders from client attractions to art up the 3 initial release realms.
  • Hooked up puzzle objectives, story triggers, and dialogue.

Jadu Map Layout - Unlocked up to Chapter 2

Layout Updates - Using magic to repair an inverted chandellier

Layout Updates - Using magic to flip Jadu right-side-up

Gameplay Design

Once we decided to make a Match-2 game, I began doing market research and playing as many related games as I could find. The base gameplay was mostly defined, so it was up to our Junior Designer and I to brainstorm, design and refine item trees for all 5 of our realms. We eventually landed on a multi-purpose set of items to use in all realms and sets of items specific to each individual realm. To tie into story, we themed most of our items on exploration, magic, alchemy, and knowledge.

  • Planned out item types and upgrade trees for Match-2 puzzle mechanics
    • General Items (used in all realms)
    • Underwater Realm Items (used exclusively in World 1)
    • Jungle Realm Items (used exclusively in World 2)
    • Planned item types for 2 other worlds not used in released game.
  • Designed and implemented over a dozen item trees, with over 100 total items to match and merge.
  • Worked with Junior Designer to develop custom puzzle boards for each realm, with progress carried over between puzzle sessions.

Match-2 board for Jadu: Hall of Magic

Match-2 board for Azurlan: Deep Sea Realm

Match-2 board for Naweep: Jungle Realm

Global Item Generators and Item Trees

Narrative Design

I stepped up as our in-house writer to craft the narrative for the game, working with our Junior Designer to create each realm’s story and the meta narrative. We worked with our client from concept to final draft of story and dialogue with only minor changes.

  • Planned out narrative and story arcs for 4 realms and hub-world of content
  • Wrote story details and character dialogue for 2 realms and hub-world content
  • Worked with client to ensure IP consistency in character dialogue
  • Implemented story triggers, character expressions, and dialogue for 2 realms and hub-world content.

Game Intro with Elder Hira peeking inside the mysterious door

Hira tutorial dialogue over top of the Merge Board

Meeting Kilgore and Busby in the deep sea realm: Azurlan

Design Leadership

Leadership responsibilities for the project were split between myself and our Project Manager: My manager on project management and production, and myself taking care of design and creative.

  • Directed design and creative vision for the project.
  • Mentored junior designer, challenging him with tasks and objectives outside of his comfort zone.
    • I ensured he had access to my help, and that he had the tools he needed to succeed.
    • Worked with him on a regular basis to ensure we were both working in parallel.
    • He did amazingly and was promoted from Junior to full Game Designer!
  • Held career development 1:1s with a total of 3 direct reports.