Overview

Mondev

The Eclipse


PC & VR

3

10 months
Tasks & Responsibilities
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General Game Design
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Pitch Idea & Documentation
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Narrative Design
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Player Attributes & Abilities
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Core Loop & Round System
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Overall Game Balance & Quality Assurance
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Level Design
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Floor Planning
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​Designing all of the levels for the game, using modular assets & props
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Project Management
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Sound & UI Design​​​
The Eclipse is a co-op survival horror game set in a post-apocalyptic world filled by mysterious monsters that have turned the world into darkness. Players step into the shoes of an order, which is a group of survivors, and navigate through different urban environments in search of answers and safety.
The game is being developed in Unity Engine for PC and VR platforms, offering players the choice to experience the gameplay in either mode. In terms of gameplay mechanics, players must scavenge for clues and weapons, as well as their own unique abilities, in order to uncover the truth behind the outbreak.
As the co-founder and game designer, my vision is to create an immersive experience that keeps players engaged, balance the elements of exploration and identification, as well as the resource management and encounters with the mutated species.
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This unannounced project is currently on hold, but it aims to deliver a fresh and thrilling experience to the horror fans as soon as we start developing this again.
General Game Design
Pitch Idea & Documentation
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I'm currently creating the Pitch Idea & the Game Design Document (GDD), which will serve as a blueprint for the game, detailing every aspect of its design, mechanics, art style, story and more. This will be our reference point for the development team, ensuring that everyone is aligned in the vision of the game.
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At later stages, I'll create a Pitch Idea which will serve as a summary of the game concept, that aims to generate interest and secure support from stakeholders, such as publishers and investors.
Narrative Design
Having a storyline in a game contributes to world-building by providing backstory, lore and context for the game world, on top of the character development and emotional investment. Combining a dystopian future, with mutated species and the need for humanity to survive, this game aims to create another post-apocalyptic universe for players to enjoy, among others.
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At various stages of the game, this narrative will be available through cinematic shots and gameplay elements.
Player Attributes & Abilities
Each player has its own character to choose from, each with their own unique attributes, abilities and accessories. Players have to think strategically about their approach for each level, depending on the mutated species they are facing.
With that in mind, I had to design the above for each character in-game, in order to make the game engaging and re-playable, by making the players mix and match their own unique playstyle with different players.
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An example of different accessories of a character for each round
Core Loop & Round System
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Players have different objectives for each round of the match, depending on the character selected, which adds replayability to the game. It all depends on their unique attributes and the strategic moves they have to make in order to complete a level.
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I had to design the core loop of the game in a way that it would be balanced both between different characters and their combinations, as well as the encounters players have to face.
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Legend Icons for Design Graphs & Processes
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Gameplay Loop for one of he characters
Overall Game Balance & Quality Assurance
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One of my main responsibilities is ensuring that no single element dominates the gameplay and that the experience is fair and enjoyable for all players. From characters and their attributes to difficulty curves, I'm trying to balance different aspects of the game to be at the best quality possible. Factors like health, damage output, speed, abilities, accessories, round systems etc. testing and iteration are a crucial part of my daily tasks.
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Furthermore, identifying, documenting and addressing any issues or bugs that could negatively impact the player's experience is also another responsibility I have in the project. From functionality testing to performance testing, it's an ongoing process I'm part of throughout the development cycle, from initial concept to later release dates.
Level Design
The game takes place in a desolate city, once a metropolis in the 80s, including hospitals, industrial areas, malls, offices etc. These facilities became the battlegrounds for the ongoing conflict between the last survivors and the mutated species.
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In this game, the plans before the early access release, I'm level designing 4 maps, using modular assets and props from Leartes Studios, that match the post-apocalyptic atmosphere and the initial art style of the project.
All the referenced images are from Leartes Studios and are not part of the current project.
The actual footage of the game will be showcased soon!
Other Responsibilities
Sound & UI Design
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Furthermore, I'm collaborating with a Sound Designer from the team in order to create the music and all the SFX of the game, using FMOD in Unity Engine. Additionally, I'm testing my drawing and design skills for each UI element of the game it may need. From placeholder elements to the final product, it still remains unclear if there is a need for an actual UI/UX designer.
Control mapping for Player Interaction and Movement
Project Management
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As stated, other than designing the game and collaborating with other developers in the team, as a co-founder of the game studio, I'm also responsible for overseeing the development process. That way, I ensure that the team stays on track with deadlines and specific milestones. From Productivity software, like Trello Boards and Figma, to Source Control, collaboration is key, as this small team works together to bring our vision to life, from conceptualizing levels to implementing gameplay mechanics.