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Download SAI here.

On SAI, I was a designer/producer. My duties included:

  • Scripting player character movement and combat mechanics

  • Scripting AI combat mechanics

  • Creating and implementing SFX

  • UI design and implementation - menus, combat HUD, dialogue etc.

  • Work with animators on animations for player character and enemies, as well as technical work on implementing animation

  • Cameras for combat

  • Collectables

  • Polish the balance and timing of everything

  • Production, organising and running sprints, backlog and any other project management duties

  • Business planning and pitching to acquire funding for the project

For the production of SAI, I spent my time scripting character movement and combat gameplay with Ue4's visual scripting, creating and implementing SFX and UI and collaborating with the rest of the team. 

 

 

 

My primary work on SAI was creating and balancing the combat mechanics. Below is a video of the first combat encounter in the game. This video also showcases some of the UI work I did for SAI's dialogue.

Combat design

 

This next combat encounter introduces a second enemy type and a lot of verticality to the playing field.

I designed and created the core aspects of the boss fight for SAI shown below.

 

Player design

Bow system basic flow

SAI powershot flow.jpg

During SAI's development, I was in charge of taking the player character from what it was in SAI Legacy (check that out here) to a more well rounded, compact and polished character.

My goal was to follow the idea of less is more, and create a unique way of playing with a bow by owning the vision, prototyping and iteration.

 

The bow is designed to reward players with good timing and patience while staying calm under pressure.

As the player draws the bow, the amount of damage and velocity the arrow will carry increases. If the player were to fire too early, the bow would have a low impact. 

If the player times the release of the arrow perfectly they are rewarded with an extra powerful shot and two more power shots to follow it up with. Not only is this mechanic satisfying to hit, but it is the optimum way to play as it deals by far the most damage.

It is a fun mechanic which is easy to understand but difficult to master, allowing a lot of room for player growth during SAI.

When it comes to player movement, I decided to remove the jump from SAI Legacy (again check it out here) and replace it with a directional dash. Over the course of development, SAI became more cramped, with the focus of combat shifting over to calculated dodges. Because of this, a dash became an essential part of the player's toolkit.

 

Enemy design

Early in SAI's development I designed and prototyped all three enemy types you find in-game. 

The Donns were designed to keep the player moving by using its rock throw and leap attack to force the player to dodge or close the gap between them quickly. They are easy to tackle individually but in groups can overwhelm the player by attacking from multiple directions. 

Fighting alongside them are the Badbs, a flying enemy type. These themselves are much weaker than the Donns, however, they mostly act as an annoying distraction, buzzing around the players head like a fly and dealing small amounts of damage to them with their fast projectile weapon. Again individually they pose little threat, yet paired with a Donn can put the player in difficult situations. 

The Badbs are not much more of a distraction from the real threat of the Donns, however, they are incredibly satisfying to kill.

Finally, the Hound acts as the boss fight in SAI. It was designed to test the players dodging and accuracy while under huge amounts of pressure. It's pretty intimidating with its powerful cannons and mortar fire, yet good fun to take down.