
System designer
This is my personal book from my 3rd year of Game design studies.
I wanted to create something that really pleased me aesthetically, as well as design an entire combat system, as I had never done that before. The results are what you can see here, along with a prototype made under Unity to showcase the fight feature in action.

GREED - Personal book 3rd year
System design work / 3 weeks



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Publisher
Presentation
Fight Feature
Design Document
Persona
Document



Black and red, for aggression.

Felix Miall's artwork for Heart - The City Beneath was perfect for this.
Meta, macro and micro progression
With GREED being a form of roguelite game, I needed to focus heavily on the different progression systems, how they worked with one another and how they would participate to create a sense of urgency necessary to place the player in situations of stress.
Darkest Dungeon 2 was a good reference for this, and I inspired myself of some mechanics present there, such as the ability to recruit new mercenaries as one progressed through the main storyline (meta-progression).
The Fight feature of GREED is what allowed me to work completed on the macro and micro progression levels. A singular combat could be seen as a form of micro progression, as combat is necessary to be able to proceed in a delve, which itself is necessary to recuperate resources. But the entire Fuel mechanic is what answered the question of macro-progression, all the while giving the player a strategic choice to take care of within combat - do you use fuel to rev up a singular character's engine for a temporary burst of power, or do you refine fuel over the course of one, two, maybe three combats to permanently increase the power of all of your mercenaries?
Mechanics and aesthetic
I'm a firm believer that one of the main factors for a great player experience comes from a well-established universe and how the mechanics play into this universe, creating a blend of interesting systems that not only appeals to the user's thoughts, but also feelings.
In this line of thought, I aimed to create a chaotic, bloody, ruinous world with the mechanics that would portray these very themes correctly. I wanted my documentation to be able to give off this same feeling so that any readers would be able to immediately 'get' the idea I would be speaking of, without necessarily having to read text.


Dealing damage generates fuel, that can be refined to increase gear.

That same fuel can be used to rev engines, allowing mercenaries to attack faster and stronger, once.

