Worked at Stratosphere Games as a Junior Game designer for a period of 6 months. I was part of the Dawn of ages team which is an city-building auto-battler. I contributed towards pushing the game to worldwide release.
Level Design
I worked on level design creating about 40 levels for chapter 4 and 5.I designed the levels creating interesting formations that push the player to use new weapons and formations of their ownSince the levels were part of the latest chapters of the game at the time, I had a lot of new weapons to play with and was able to create intresting situations that the player had to deal with .
Documentation
I was tasked with writing design documents for various features, the largest of which being for the service screen since it was mostly of my design. I also wrote smaller documents for a city layout screen, game modes etc.
Tutorial Design
I was responsible for designing and implementing a lot of new tutorials. A lot of new systems were added and player activity suggested newer players did not interact with certain features available to them. I had to place the required tutorials carefully within the first 10 levels since they were designed to be unlosable while also not overloading the player with information.
Ui design
I designed UI drafts for many proposals and ideas. The main ones being a service screen and a city loadout changer. The service screen is meant to display all important resources and activities on a single screen, taking into account the priorities of the each resource and activity in relation to each other to place them in a convnient place for the player. The layout of the screen also has to be taken into account and be similar to what the player is used to in the rest of the game
player Progression
I proposed design ideas for progression systems which consisted of passive skills that improve the players village and army, we needed to create resource sinks that would keep the older player base active while also giving new players a way to spend their resources.
Gamemodes
I supported the game design team in creating a new structure for daily missions. Ideating over a few possible structures that allowed the player to make meaningful choices towards specific rewards while also being able to generate interesting newmap layouts everyday