VR Developer / Prototyper
at Isekai Entertainment
Achievements:
- Helped publish game to Meta Quest Store
- Contributed to a 9x increase in sales from 2023-2024
- Contributed to a 24% increase in time spent in game
- Ran QA testing, version control, and organized outsourcing efforts
- Designed, prototyped, and refined 16 new player skills
For Sword Reverie, I have worked to prototype new game features, and then polish and implement them for publishing. This has included overhauling the Player's heads up display, the enemy's health bar system, and an entirely new array of abilities and skills for the player to use during gameplay. All of these are now in the published version of the game, and I look forward to the new features I am working on being pushed out very soon!
Design Process
I started out by mapping out what different utilities the player would need to use while fighting. Most simply they would need to damage the enemy, sure, but how else could the player affect the enemy? We want to be able to push, pull, and restrain the enemy - so that was a great starting place from which to start coming up with a whole slew of ideas to try out. 
With a giant list of ideas to test, it was time to prototype and see what worked and what didn't. This process continued, through culling the ideas that weren't as good, to refining those that got good feedback, until we had landed on a suite of skills that were delightful and also complimented each other in battle.
 Designing the Waterbeam
I'll walk through one of the more difficult skills as an example.
I initially took inspiration from several locations: A firehose, Avatar the Last Airbender's waterbending, and Tom and Jerry cartoon fights. 
I broke down how I wanted it to work: A stream of water is projected from the player, knocking back enemies in its path and lending the wet debuff. From there I had to figure out how to make it work! I already had an understanding of how the enemy worked in the game, but it was more complicated to work with the interaction of a continuous beam with discrete effects depending on the length of contact.
After some trial and error, I landed on creating many different projectiles that launched out depending on the direction in which the player was looking (I wanted them to feel in control of the direction). 
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