
Project overview
Astralia is a melee team-based battle royale set on a shrinking planet.
For this project, we had the pleasure to work with another established company: Avantgarden. The project idea was provided by them, we had to take care of all aspects of design, programming, and art.
Our team was made of:
- 4 designers
- 4 programmers
- 2 3D artist
- 2 concept artist
- 1 producer
This was the project with the longest development duration so far: 6 months.
We continued to shape the ideas of the game until it all looked polished and fun.
Since we had more time available, we used part of the first month to write much of the design document, while the rest of the team began studying the implementation of the multiplayer system and imagining the graphics of the game.
We have also planned to add:
- Better accessibility options
- More weapons
- More planets
- More characters
- Dedicated servers
- Skins for the weapons and the characters.
Roles
In this project, I worked as a UI/UX & Gameplay Designer.
My role in the project was to create mechanics for combat, movement, and the world itself.
In the beginning, we wanted to create a galaxy made up of different worlds, each with its own traps and dangers. So we created an energy-based mechanic called "HyperTravel": if the player kills another player, they absorb half of their energy, alternatively they can get it from a charging base.
However, due to some issues with time and performance management, we have opted for a single world. Despite this limitation, this project was also designed to be scalable.
In addition to this, I focussed on making all the graphical interfaces of the game, starting from the main menu to the quit screen. I had a fairly high workload, but I was always able to finish my tasks on time.