Systems Designer
Circuit Breaker is an isometric 3D fighting game that takes heavy inspiration from the Custom Robo series, as well as Street Fighter, Smash Bros, and Power Stone.
On this project, I acted as Team Lead and Lead Designer.
Genres: Fighting Game
Project Duration: Jan 2024 - Ongoing
Platforms: PC (Windows)
Engine: Unity
Team Size: 12+
Our core design team: Creative and Design Lead (Seth Woligroski), Producer and Lead Level designer (Stewart Spikes), UI/UX designer (Zach Shelton), Lead Programmer (Jeremy Hodge). My contributions include...
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Writing the Proposal Document that would be approved and selected by the ACC faculty, as well as voted to be worked on by the other students in the class.
- Writing the majority of the Game Design Documents for the game, outlining a realistic scope and vision in our 8 month timeframe before graduation and directing character and systems design.
- Leading creative and practical decision making throughout the project through meetings with our art, animation, and design departments.
- Maintain project focus and production despite difficult social and workload circumstances among faculty and team members.
- Working as a programmer, as well as being responsible for repository management and the implementation of a sizable amount of the game's assets, including all animations and models for the robots.
- Spending hours reaching out to the community and playtesting with those genuinely interested in our game in online spaces.
Character Design
Compelling character design and gameplay are of the most important parts of any fighting game. In our case as well, it would help to make Circuit Breaker stand apart from it's inspirations.
Our goals were to make characters that were fun to play AND fun to play against. We also wanted to make sure we have a different character for different player archetypes. A classic and well referenced list of these competitive 'Player types' concepted as a design tool by the team that develops Magic the Gathering.
Here is a list of the base game's characters and their intended directions:
Veteran All-rounder
Preda-52 (P-52)
P-52 was the first character we made and the measuring stick we used for the other designs. Preda is designed with a low skill floor for newcomers. He is also a generalist character.
He has tools for all ranges of play, with some theoretically high damage combinations if played with intention. P-52 purposefully has options for any player archetype.
Long-Ranged Aerial Acrobat
Luciole
Luciole is our keep-away character with strong movement options and tools for hitting the opponent from afar, but a distinct lack of strong close-range defenses.
Some of Luciole's tools are more complex than the other characters, but with theoretically very high reward. As such, she's designed to appeal to the Johnny/Jenny archetype of player.
Close-Range Rioter
Chonker
Chonker is our game's resident 'heavy' character, a very common archetype in fighting games. Chonker has some trouble hitting far away opponents, but has explosive damage if they get in close.
Chonker's basic moveset and committal 'big swing' playstyle make them especially designed for the Timmy/Tammy player, or anyone else who chases that juicy knockout hit.
System Balance
Philosophy
As developers one of our biggest concerns from the beginning was the roster's sense of balance. A simple way of communicating the power distribution of the different characters of the game was the proceeding chart.
Typically, hit-block-grab is used as a basic structure for the rock-paper-scissors of a fighting game. With characters not able to block or grab in Circuit Breaker, I decided to use relative ranges of characters as the base for complex decision making and strategy.
This Power Distribution Chart allocates power to a given character's different ranges of attack, thereby outlining in what ranges they're strong or weak. This allowed the team to have an aligned view of how characters should be tuned, as well as help define their archetypes better.
Close Range
Mid Range
Long Range