Project Type

Group Project

Role

Game Designer, UI/UX Designer
VFX Artist, Production Manager

Tools/Engine

Unity, Maya, Figma, HacknPlan
Notion, Github

Timeline

14 weeks

About this project

About this project

About this project

Hex Chronicles: Athera is a top down, turn-based strategy game with unique characters, environmental tiles and weather effects, and unique elemental interactions. This game offers a dynamic and immersive gaming experience that transports players into a fantasy world filled with adventure, and strategic depth. 

Key Features

Key Features

Key Features

  • Turn-based strategy gameplay set in a mystical medieval fantasy world.

  • Unique environmental tiles and weather system that dynamically affect gameplay.

  • Diverse range of hero classes and types with unique abilities and elemental affinities.

  • Tactical battles that require strategic thinking and adaptability.

Roles and Responsibilities

Roles and Responsibilities

Roles and Responsibilities

Game Designer
Game Designer

Developed and balanced systems, stats & interactions between elements, players, and enemies to ensure a cohesive gameplay experience.

UI/UX Designer
UI/UX Designer

Created rapid prototypes using wireframes, defining the UI flow and information architecture, updating wireframes with UI sprites for an intuitive and compelling user experience

VFX Artist
VFX Artist

Designed and implemented visual effects from scratch using Unity’s VFX and shader graphs, enhancing player attacks, active skills, weather effects, and more.

Production Manager
Production Manager

Managed project timelines and task assignments using HacknPlan, coordinating the team based on the Game Design Document (GDD), overseeing weekly plans, progress updates, and ensuring alignment with project goals and timelines.

Design Challenges

Design Challenges

Design Challenges

  • The game integrates a variety of heroes, tiles, weather, and enemies, each associated with the elements of Fire, Water, and Grass.

  • A key design challenge was balancing the intricate interactions between these elements to ensure that no character or element dominated, maintaining a well-rounded and engaging gameplay experience.

Design Approach

Design Approach

Design Approach

In this project, my role extended beyond traditional level design, focusing primarily on game design and production management, I concentrated on developing and testing core systems, conceptualizing enemy behaviors, refining gameplay strategies, and tweaking player and enemy stats through paper prototypes. As the production manager, I was also responsible for planning tasks, setting weekly goals, and ensuring the team met our milestones. In the later stages, my focus shifted to UI/UX design and polishing UI and visual effects. I created wireframes to ensure all necessary player information was easily accessible, crafted visual effects for attacks, tile effects, and weather, and updated the UI with sprites. My efforts culminated in fine-tuning the gameplay experience and bug tracking and fine tuning to deliver a polished final product.

Research - GDD/LDD

Research - GDD/LDD

Research - GDD/LDD

Our team initially brainstormed a variety of concepts for the project, resulting in a Game Design Document (GDD) and Level Design Document (LDD) filled with ambitious ideas. These documents captured the scope of the project as we originally envisioned it—much larger and more complex. However, as development progressed, we refined these ideas into a more streamlined version, focusing on the core elements while simplifying the design to fit our 14-week development timeline. The final product retained the essence of our initial concepts, though adapted to meet the constraints and goals of the project. You can explore the original ideas in more detail through the LDD and GDD links attached below.

Game Narrative

Game Narrative

Game Narrative

With the fate of Athera in the hands of the heroes, they are set out on a dangerous quest to confront the source of the encroaching darkness. Along their journey, they faced mystical beings, treacherous creatures, and formidable enemies, all corrupted by the darkness. As they traversed Athera's ever-changing landscapes, they adapted to the unique challenges posed by each region, driven by the hope of restoring light to their world.

References

References

References

I collected reference images to clearly communicate the level's aesthetic and gameplay.

References

Diagrams and Sketches

Diagrams and Sketches

Diagrams and Sketches

To refine the game’s ideas, I developed several diagrams following multiple iterations of paper prototypes. These visuals outlined general guidelines for level structure, including minimum and maximum sizes, sample levels, and the world map. Additionally, I created diagrams to clearly illustrate the interactions between elements, helping to better convey the game's core mechanics and ensure a cohesive design.

Some sketches of the initial ideas
Level Design diagram - General Guidelines
Level Design diagram - General Guidelines

Diagrams and Sketches

Level Diagrams for different regions
Level Diagrams for different regions

Diagrams and Sketches

Fantasy Map for the game world, with different regions
Fantasy Map for the game world, with different regions

Diagrams and Sketches

Element Interaction System
Element Interaction System

This was the initial element interaction system, and some of the early stages of the interactions which was planned.

As you can see, these were getting kind of too complicated for a player to understand.

Diagrams and Sketches

Paper Prototype
Paper Prototype

We tested the initial design concepts and element interactions by using the board game Mage Knight as a rapid prototyping tool. This allowed us to quickly experiment with and refine the gameplay mechanics and element interactions before implementing them in the digital game, ensuring that the core concepts were both engaging and balanced.

Game Mode Ideas

Game Mode Ideas

Game Mode Ideas

To enhance the gameplay in later stages, we brainstormed and developed several new game modes. We then used a board game for rapid prototyping to test the pacing, as well as the player and enemy stats. Some of the game modes we explored included:

Key Features

Key Features

• Outpost Mode

• Survive the Time / Turn limit

• Dynamic Terrain

• Escape the Enemy

• Fog of War

• Gather Intel

These prototypes allowed us to fine-tune the gameplay experience. For more detailed information on these modes, please refer to the notion board with more details.

Diagrams and Sketches

Diagrams and Sketches

Hero and Enemy Stats

Hero and Enemy Stats

Hero and Enemy Stats

To establish a balanced gameplay loop, we constructed a detailed chart outlining player and enemy stats, including active and passive skills, status effects, etc. Check out the detailed chart at the notion board:

Diagrams and Sketches

Diagrams and Sketches

Some sketches of the initial ideas
Player Stats
Player Stats
Some sketches of the initial ideas
Enemy Stats
Enemy Stats

Wireframes and UI

Wireframes and UI

Wireframes and UI

Iterated on multiple wireframe variations to optimize information architecture and HUD design.

Some sketches of the initial ideas
Game Flow - Information Architecture Diagram
Game Flow - Information Architecture Diagram
Some sketches of the initial ideas
HUD - Initial Layout
HUD - Initial Layout
Some sketches of the initial ideas
Game Interaction Mockup
Game Interaction Mockup

Created a mockup in Figma to effectively communicate the interaction ideas to the team and other stakeholders like the faculty mentors.

Wireframes:
Wireframes:
Some sketches of the initial ideas
HUD - Components Exploration
HUD - Components Exploration

Designed multiple HUD element variations like the character list to ensure essential information is readily accessible without overwhelming the player.

Playtesting

Playtesting

Playtesting

After implementing core gameplay systems and building a playable prototype, we conducted playtests with volunteers from Ubisoft and a round of internal playtesting with classmates. This valuable feedback informed our next development steps. Experience the prototype firsthand by clicking

Diagrams and Sketches

Diagrams and Sketches

Key Features

Key Features

Positive Feedback:
Positive Feedback:

• Intuitive controls and core mechanics - Left click to select, right click to cancel, middle mouse button for panning along with WASD.

• Engaging gameplay and strategic depth, mechanics were easy to understand

• Positive response to enemy AI and attack system, planning their moves and attacks based on the attack shape

Key Features

Key Features

Things to improve:
Things to improve:

• Difficulty balance varied across players - advanced players felt it was too easy, while new players felt the difficulty was just right.

• Understanding of the element interaction system was inconsistent

Key Features

Key Features

Critical things to change:
Critical things to change:

• Chance mechanic negatively impacted gameplay experience, players felt frustrated when their attacks missed.

• Camera controls required improvement, since the camera was auto zooming in too close to the hero models

Diagrams and Sketches

Screenshots from the initial playtest build
Screenshots from the initial playtest build

Iterations after Playtest

Iterations after Playtest

Iterations after Playtest

To address core gameplay issues, we streamlined element interactions for greater predictability and eliminated the unreliable chance mechanics entirely. We also enhanced camera controls with customizable options, providing players with a more tailored experience. These improvements, driven by further playtesting and iterative designs, led to a more intuitive and engaging gameplay experience.

Diagrams and Sketches

Diagrams and Sketches

A more detailed version of all the newly defined element interactions can be found on the notion board:

Some sketches of the initial ideas
Some information about the new design changes
Some information about the new design changes

Adding the “Juice”

Adding the “Juice”

Adding the “Juice”

Once the core gameplay elements were solidified and thoroughly tested with other classmates, we turned our attention to another critical aspect: enhancing the game's 'juice.' The character attacks lacked impact due to the absence of visual effects. I took on the challenge of implementing all VFX elements for the game.


I was solely responsible for creating all VFX from scratch. Despite my initial unfamiliarity with Unity’s VFX Graph, I found it exciting to learn and experiment with it. I developed a variety of effects, including those for attacks, tile interactions, weather conditions, and active skills. This experience has significantly deepened my understanding of game effects, and I am now confident in my ability to create compelling visual effects tailored to any design vision."

Key Features

Key Features

Elemental Tiles - Look Dev
Elemental Tiles - Look Dev

After implementing the VFX, another challenge emerged: the element tiles appeared too plain as simple colored tiles, leading to confusion among players about their purpose and effects on gameplay. To address this, I delved into Unity’s Shader Graph to enhance the visuals of these tiles alongside the VFX. I developed dynamic and visually distinct tiles that clearly communicated their function and impact. The result is a set of tiles that not only look visually appealing but also provide players with intuitive cues about their gameplay effects using icons in the visual effects. Here’s a look at the final effects:

Key Features

Key Features

Main menu Scene - The Campfire
Main menu Scene - The Campfire

I also had the opportunity to design the main menu scene for the game. I created a relaxed campfire setting where all the main heroes gather, engaging in casual conversation and unwinding. This scene not only serves as an inviting introduction to the game but also reflects the bond and friendship among the heroes. It adds a unique and personal touch to the game's overall experience.

Key Features

Key Features

Hero Attacks and Active Skills
Hero Attacks and Active Skills

Key Features

Key Features

Weather and Tile Effects
Weather and Tile Effects

Key Features

Key Features

Status Effect and Other VFX
Status Effect and Other VFX

UI Sprites and Polish

UI Sprites and Polish

UI Sprites and Polish

The game initially had basic white and grey buttons and HUD elements. I updated these with visually appealing textures and sprites to better complement the game’s theme. The enhancements brought a more cohesive and immersive look to the interface. Below, you can see the before and after of the final game screens, showcasing the improvements made through the implementation of updated UI, VFX, and post-processing effects.

Main Menu
Main Menu
World Map
World Map
Pre-Game customize skills screen
Pre-Game customize skills screen
First level - HUD
First level - HUD
Enemy range indicator and other HUD elements
Enemy range indicator and other HUD elements
Tutorial Summary
Tutorial Summary
Post game victory screen
Post game victory screen
Post game - defeat screen
Post game - defeat screen

READY TO DO THIS

Let's get to work

READY TO DO THIS

Let's get to work

READY TO DO THIS

Let's get to work