BindRune
This is a hostile place, full of the bloodthirsty denizens of Norse mythology, and your only defense is you trusty axe...at least at first. Navigate through a twisting maze filled to the brim with monsters and lava to locate runes of incredible power. These runes allow you to burn, freeze, drain, and utterly decimate your foes, and unlock new areas to explore. How much mercy you show your enemies once you have this power is up to you, but they certainly won't show you any!
BindRune is an isometric RPG where the player wields an axe to cut through swaths of enemies and finds runes which can manifest powerful spells that wreak havoc on the fearsome monsters of Norse mythology.
While in the game, by pressing Escape, clicking on Developer Tools, then clicking on Enable all Runes, the player can unlock all runes without needing to traverse the maze. This lets the player see all of the awesome effects and powers each rune possesses. Doing so limits progress however, as yellow-tinted rocks are only destroyed during normal gameplay.
Role: Designer
Design:
Level Design:
All assets were created by members of this team.
BindRune is an isometric RPG where the player wields an axe to cut through swaths of enemies and finds runes which can manifest powerful spells that wreak havoc on the fearsome monsters of Norse mythology.
While in the game, by pressing Escape, clicking on Developer Tools, then clicking on Enable all Runes, the player can unlock all runes without needing to traverse the maze. This lets the player see all of the awesome effects and powers each rune possesses. Doing so limits progress however, as yellow-tinted rocks are only destroyed during normal gameplay.
Role: Designer
- Designed and wrote out design documents to effectively communicate what to implement
- Spearheaded enemy design and developed their design documents
- Spearheaded rune design and developed design documents for runic spells
- Designed the level layout incorporating enemy and rune spawn locations
- Designed waves of enemies in the final room of the game
Design:
- Defined enemy types as wolf, draugr, and fire giant, and environmental hazards of lava, geysers, and meteors
- Refined the design documents for each entity, detailing limitations and capabilities
- Defined runic spells as fire, protection, destruction, drain, and freeze
- Refined the design documents for the aesthetic as well as mechanical properties of each runic spell
- Outlined enemy attack and movement behaviors that were utilized in their state machines
- Determined enemy's interactions with each runic spell (immune, resistant, weak, etc.)
- Determined runic spell's effects on the environment (eg. ice freezes lava, destruction breaks boulders, etc.)
- Worked closely with artists, sound designers, and programmers to ensure designs were communicated effectively
Level Design:
- Constructed the level as a maze with many twists and rooms, filled with hostile enemies and environmental hazards
- Added rune locations to encourage and reward discovery
- Calculated enemy placement to ease players into each enemy type and allow for experimentation
- Designed hazard placement to incentivize quick decision making
- Developed the level layout in such a way so as to require players have certain runes to unlock other portions of the level
- Designed rooms and pathways to feel unique - decreasing player fatigue and allowing for more reasonable navigation
All assets were created by members of this team.
Here are some of the level designs I created
Specifications
Development Time:
Environment: Tools: Language: Platform: Team Size: |
5 months
Unity Visual Studiol, Trello C# Windows 25 |
© Tobias Wadsworth
All content and trademarks are property of their respective owners
All content and trademarks are property of their respective owners