Cast Your Voice into the Fray
Project Role: Lead Game Designer, Level Designer
Magic Words
Praelium utilizes the voice recognition software that ships with Windows in order to create a unique first-person play experience. This software understands syllables, and converts them in sequence to spell key-words within the game. Each key-word is several syllables long in order to ensure accurate readings. The voice recognition engine, in conjunction with a mouse click, serves as the selection process for over 80 different spells.
The voice recognition system is engineered in a manner where it is able to register up to 3 different words in sequence. Each word acts as a dial in a combination lock; each different sequence results in a different spell. This allows the player to memorize a minimum of words, while allowing for a maximum of possible spells. The first definitive word in each spell is an elemental form: Earth, Lightning, Fire, or Ice. All spells associated with each element possess a variety of secondary effects that relate to the nature of the element. For example, a character enveloped by a Fire spell will begin to take burning damage, while a Lightning spell will cause the character to convulse involuntarily. An additional element of strategic play is added by the ability for each player to create a single spell shield. This elemental shield protects the player from all spells and effects of the like element.
Primary Gameplay Loop
Praelium is not made to be played alone. The only single-player experience within the game is the tutorial. Utilizing the strong networking capabilities of Torque 3D, Praelium is meant to played by any number of people from 2 to 16. With this large array of players, there are also 3 different gameplay modes to select from including: Free For All, Team Deathmatch, and Node Control. Team Deathmatch and Node Control utilize 2 to 4 teams of up to 4 players each. Node Control works much like a “King of the Hill” game where there are several hilltops to control. In addition to the possibilities this presents, Praelium features 2 distinctly different levels which have been tested for both functionality and enjoyment thoroughly. Finally, there are also 4 unique power-up items in addition to the traditional health and magic restoration items. The multiplayer playground of experiences available to players allows for a considerable amount of replayability and allows the gameplay loop experience to be different every time.
Concept to Gold Master
I was added to the project team half-way through development. The team had a very solid foundation of mechanics and a playable prototype, however there was much work to be done. The spell combination system was in its infancy, and needed to be re-designed in a manner that was both intuitive and worked with the programming outline. The spells themselves also needed to be balanced, and differentiated with secondary effects to allow for more strategic play. There were also initially no level design concepts for the multiplayer experience; an issue that was quickly remedied. The artistic direction of the game was also incoherent and needed a definitive style. Finally, the tutorial level was very difficult to navigate, and did not teach the essential skills of the game. All of these issues and much more was solved by the expanded team over the course of 4 months to yield a product that is well polished and fully playable.
Project Development
Praelium was created by a core development team of 10 including: 2 game designers, 1 programmer, 5 artists, a producer, and a QA coordinator. The initial prototype was created in the first 4 months of development, and with the green light, moved on to a second development cycle of 4 months. Praelium was conjured up using industry professional tools including: Torque 3D, Maya 2010, ZBrush 3, and Photoshop CS4. As one of two game designers on the development team, I also shouldered the role of level designer for one of the two levels packaged with Praelium, the Arctic Mountain. An analysis of the Arctic Mountain and some insight into my design process behind the layout can be found HERE.
Being placed in charge of the already-tested design system of this project gave me many responsibilities like:
+ Diffusion of key design information to team members.
+ Assessing established systems for improvements.
+ Level design for balanced multiplayer and different game modes.
+ Working with an external QA feedback system.
+ Striving through technical difficulties.
Development Team:
Husam Al-Ziab
Jeremy Burau
Michael Fowler
Asa Gillette
Alex Gustafson
Karl Henning
Stephen Leicht
Adam Maier
Doug Miller
Ryan Penk
Brian Taylor
Praelium Maximus Ludus
Experience Praelium for yourself! Gather a few friends, microphones, and PCs that support Windows Vista or Windows 7 and download the game as a .zip archive from the link below:
Download:
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