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The Resonant Blade is vertical slice of a

first-person fantasy adventure game, where you are an adventurer who has gotten stuck after diving into the depths of a dungeon. To escape, you must solve puzzles and defeat the dungeons guardians.

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The Resonant Blade was the major project for my 2nd year of study at AIE, and for this project my roles were the Producer and Lead Designer.

Game Trailer

PRODUCER

  • Running daily stand ups and weekly progress meetings to ensure the game's production was running smoothly.​

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  • Creating burn down charts and planning milestones to ensure the project met deadlines.​

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  • Regularly checking in with team members, allowing them the opportunity to raise issues and concerns.​

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  • Implementing task tracking into weekly sprints using Hack'n'Plan to ensure tasks were tracked, allocated and completed on time.​

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  • Coordinating ​​​communication across disciplines and with freelancers to reduce miscommunication.

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LEAD DESIGNER

  • Overseeing all aspects of design, from narrative and voice acting to level, combat, and puzzle design.

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  • Maintaining documentation​ throughout production to ensure accurate understanding between disciplines.

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  • Organising playtest sessions and interpreting player feedback for the design team. â€‹â€‹

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  • Ensuring all members of the design team were aware of their roles and the common goals they were working towards.

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  • Working closely with other discipline heads ensure designs were achievable within time constraints.

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LEVEL DESIGN

  • Creating grey box levels and holding discussions with other designers to review level layouts.​

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  • Implementing clear and obvious pathing for the player with disappearing bridges and sconces.

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  • Fine tuning the difficulty progression of puzzles and combat across the level.

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  • Determining the location of combat encounters to create an enjoyable pacing for the player.

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  • Pre-planning modularly connecting doorways allowing room rearrangement when required.

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COMBAT DESIGN

  • Concepting and designing enemy behaviours to assist the programmer in creating the Enemy Behaviour Tree.

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  • ​Adapting enemy behaviours using the Enemy Behaviour Tree to fine tune combat encounters. 

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  • ​Adjusting player and enemy attack variables such as damage, attack frequency and range, to enhance the combat experience.

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  • Balancing combat encounters to have a clear progression through the level.

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QUALITY ASSURANCE

  • Conducting regular playtests throughout production to search for new bugs.

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  • Reviewing currently known bugs with the programmer.

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  • Re-testing bug fixes to ensure bugs were fixed correctly and hadn't created new bugs.

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  • Conducting smoke tests in the lead up to milestones.

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  • Organising AB Tests to gather player feedback.

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The Team

Producer

  • Sam Benson

Designers

  • Sam Benson

  • Louis Pisani

Programmer

Artists

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