Breach of Space
Released
Game Page: https://calcitegames.itch.io/breach-of-space
Role: Lead designer
Target Platform: PC
Team Size: 11
My Contribution
I worked as a Design Team Lead overseeing many aspects of the game's design
Facilitated coordination between design team different team roles
Ran playtests and collected feedback
Oversaw other design team members work
2. I also designed various systems in the game
Our main sabotage system
AI behaviors
gadgets
3. Assisted producer in setting project and sprint goals
Provided updates to producer about design team progress
created weekly design team sprint goals and assigned tasks in task management software
Assisted in setting milestone goals
Sabotage
Sabotaging is the main mechanic of Breach of Space and is the player's main method of getting past the colony's robotic guards. I designed every part of the sabotage system from UI to function. In an attempt to allow for more varied level design and to make sabotaging a more interesting mechanic I created obstacles that can affect the ways players travel through the level with specific sabotageables linked to them. For full details on the system check our design brief
Failures
I also helped create the soft and hard failures in our game, including security level. For more information on failures read our failures design brief. For more information on what security level is and how it works read our security level brief.
AI Behaviors
The AI interacts with set objects in the level, patrols a path, and is able to be pulled away from their guard points/patrols by player action. I worked on balancing the robots detection systems so players felt the tension of possibly being caught while not having it seem unfair by being overly sensitive.