BLASTROBOTS
GAME OVERVIEW
Game Summary
Blastrobots is an isometric, robot-slaying, modern homage to old-school arcade games. Blastrobots features multiple weapons, unique enemies, and an innovative revive system. Blast your way through hordes of enemies by yourself or enter the fray with up to three other people in same-screen multiplayer action. Combine weapons to unleash devastating combo-shots, assist your friends when they go down in battle, and battle across a space station teeming with enemies.
In Blastrobots, players control junky, misguided robots as they create havoc in a clean, utopian space station. Rampage through a beautiful city, battle waves of enemies while zooming down a freeway, and survive an epic boss battle, while trying to achieve a high score!
In Blastrobots, players control junky, misguided robots as they create havoc in a clean, utopian space station. Rampage through a beautiful city, battle waves of enemies while zooming down a freeway, and survive an epic boss battle, while trying to achieve a high score!
The Goal
Create an addicting, replayable "old-school" game that players can play with three other friends on the same couch.
My Responsibilities
- Ensured that every design decision supported the overall vision of the game
- Worked directly with the Producer to maintain high team moral and productivity, and to make certain each member's voice was heard
- Personally static meshed a large majority of the game
- Directly involved in the design and flow of each level
- Balanced every weapon, combo shot, enemy attack and health, as well as all other systems in the game
- Worked closely with programming team for design of enemy behaviors and player attacks and abilities
- Worked closely with art and design teams to ensure everyone was on the same page
The Results
- Created an extremely fun, addictive game that the entire team can take pride in
- Built a complete game with 5 levels, including an survival mode that provides hours of fun
Game Design on Blastrobots
On Blastrobots, our primary goal was to make a fun game that we would actually enjoy replaying. This might seem fairly generic, but "replayability" and "student game" rarely go together. As Game Designer, it was my goal to make sure every decision the team made, myself included, was done in the interest of creating a fun game. We strayed away from things that might take time away from us polishing the fun pieces of our game, and continually iterated on those which we knew would eventually yield tremendous returns. I'm extremely proud of our team for never losing our focus and determination to deliver on our promise of a fun game.