Rival: Crimson x Chaos

Engine: Unity 3D/C#
Role: Senior Programmer/Lead Designer

Rival was my first game as a Lead Designer where I worked on combat/systems/economy/progression design aspects of the game.

Before my transition to design on the game, I was also a senior programmer for a year or so on the game. That role involved me writing the base gameplay architecture, scripting system, tools and some of the early lockstep networking code for the game.

Apart from the game being very well received for its combat design and competitive gameplay, the thing I am most proud of was the leader/skill progression systems.

Every unit in the game, could be leveled up to unlock unique ability upgrades that had significant impacts in gameplay.

Eg: The Marksman would gain a special shot the first time he was spawned that could knockdown an enemy unit.

But more importantly, every unit could also be made a leader of your deck, which unlocked special active or passive abilities that had game changing potential when used in combat.

Eg: As a leader unit, Gregor could surround himself with a surge of electricity that could shock any units or towers in his vicinity.