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  • Writer's pictureKugenKeith

Blood Moon: Genesis (A Souls-like action game based on Japanese Mythology)


Story

Blood Moon: Genesis is an action, boss battle game where the player takes control of the Solar and Lunar foxes that bonded together as one physical body named Aiko and was sent to the underworld by the divine. Their task is to seal the “Drunken Demon” that has escaped due to the effects of the Blood Moon which makes him progressively stronger.  Use the power of the Sun and Moon to defeat the Drunken Demon and prevent his escape to the over world.

.....can you do it and bring peace to this world or will you die trying? .....



Genre: Action

Engine: Unreal Engine 4

Team Size: 7

Duration: 15th August 2019 - 24th April 2020

Platform: PC


The game can be downloaded here: https://project-g.itch.io/blood-moon-genesis


The Full Thesis for the game can be seen here that contains all of the documents including the game design document: https://drive.google.com/file/d/1jVJPnPRtEeALeLkq1Ma75tR_VxkBho0o/view?usp=sharing



Roles and Responsibilities


  • Project Manager

- Managed the scope of the game and assigned task to the team in a weekly basis

- Arranged 2 meetings every week with our mentor and as a team to discuss any problems or decisions that we had to make about the project.

- Managed a team of programmers and artist and created a workflow that synergies well with the team

- Scheduled play test, managed the game and provided monthly goals for the team to achieve.

- Created the Trailer, Facebok page and Itch.io page and managed the promotional content for the game (Before and After Release)


  • Lead Game Designer

- Created the overall game flow for the game

- Designed the player mechanics to fit a theme of "soul swapping" and that each mode will have its own specialty and its advantages and disadvantages

- Created and conceptualize the dialog and cut scene sequences to flow well at the start and the end of the game.

- Frequently play tested and run Quality Control (QC) check on the game to make sure there are close to no bugs presented and reported any bugs to the programmers.

- Designed a "Simplistic" but responsive UI design to make the player focus more on the boss battle but also provide the information to the player when needed during a fight

- Customized and altered SFX to fit the game using "Reaper" and also UE4

- Implemented the Atmospheric sounds to the game to make the world feel alive and dynamic


  • Minions and Boss AI designer

- Created all of the minion AI behavior (attack pattern and logic)

- Created all of the Boss behavior (attack pattern and logic)

- Themed the minion and boss attacks and behavior to fit they way they look, lore and give them attacks based on their personality.


  • Level Designer

- Designed the Arena Level in a way that the boss can summon his minion and also provide a good space for the player to move around without making the arena too big

- Designed multiple tutorial levels to fit the theme, geo and also tutorial beats to teach the player about the mechanics.




A Little Backstory

This goal of this game was not to sell but to show our skills in terms of design, art and programmer and what we can do to maximize this game's game play, art style and programming and bring it as one single package. We did and run many different test for game play making sure the game play is great and the feedback response was sufficient and satisfying to play.


This goes the same for the artist in making the game fit the Feudal Japanese semi realistic theme and also the programmers in optimizing the game and constantly fixing bugs to ensure the game runs as best as it can be.


Working with the team was amazing giving each other constant feedback on our work to keep each other out from tunnel visioning and constantly strive to improve.

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