Game Designer at Enter CTRL Studios

June 2023 - Present

Overview

SNIPERPUNK is a 1 v 1 bullet hell rogue-like developed by me and my fellow students during our time at Champlain College and beyond.

Working on SNIPERPUNK was rewarding challenge, as I formally joined the project about 3 years into its development.  I had a foundation of other's creative efforts to build upon, finding ways to contribute my own new designs to the game while maintaining and renovating what came before.

After officially joining the project post graduation, I assisted my fellow developers with a variety of design focused tasks such as designing new content, polishing existing levels, and assisting with debugging, and I led the charge to refine the balance of the game.

My Design Work

Dieselpunk

One of my privileges while working on SNIPERPUNK was to design a new playable character, themed after the Dieselpunk aesthetic. We decided early in our concepting that we wanted the character to be a soldier, and to offer a level of complexity and a skill ceiling higher than some of our other characters, with a framework of "tactical" gameplay. Characters in SNIPERPUNK have 2 unique abilities which set them apart from one another, and it was a fulfilling challenge to create simple parts which allow for emergent complexity when put together.

Both of Dieselpunk abilities saw iteration upon their design and implementation based on internal testing, as we refined her gameplay.

War Blimp Shooting & Moving

Main Ability: The War Blimp

Player Drilling to the Blimp

Utility Ability: Drill Dive

Elements System

The Elements System was a gameplay addition I was in charge of designing, which allows for unique gameplay interactions between different abilities, weapons, and stage objects. There are 3 Elements, Fire, Ice, & Lightning, and they have special effects when they combine.

The system was a very successful addition to the game, and serves to add an element of chaos which can help level the playing field between players with wildly different builds of randomly acquired items, or give particularly skilled players another weapon to wield against their opponent.

Fire leaves a burning trail

Ice makes the ground slippery

Lightning increases damage and speed

Fire + Ice = Steam

Ice + Lightning = Spikes

Fire + Lightning = Explosions!

Polish

Game Balance

One of the most important actions I took during my time developing SNIPERPUNK, was lead the charge on overhauling the game's balance from the ground up. I was responsible for overseeing and helping to adjust gameplay relevant variables across the board such as:

The driving factor behind the push I made to rebalance the game was that the original default for Player HP was 8. As most weapons did 1 or 2 damage per hit before getting any upgrades, there was a tendency for most weapons and matches to feel similar at the beginning, and for player's HP and / or Damage to wildly snowball out of control, leaving their opponent helpless.

To remedy the problem, I set 100 as the base default of Player Health, and the default weapon damage as 12. This set the baseline as 8 shots to kill, just as it had been before, but the wider range of numeric values for health and damage allowed for finer tuning of each individual Weapon and Item. The many changes we made helped to prevent matches from wildly swinging in favor of one player just because of luck. They also freed up the design space to allow more Weapons to stand out and feel distinct, by possessing more interesting capabilities than simply dealing the most damage as fast as possible.

Level Lighting

A simple but rewarding task I had was to utilize the lighting system our lead programmer had set up in order to revitalize the atmosphere of the game's different levels. 

The theming of the characters associated with each stage was the main inspiration for the hues and brightness I would include in each stage.

Before

After

Before

After

Before

After

Before

After

 

Contact Info

If you'd like to reach me, you can shoot me an email at EHintzPortfolio@gmail.com

You can also check me out on LinkedIn!

LinkedIn