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MIKE DIRENZO - GAME DESIGN PORTFOLIO
  • Professional Games
    • Project 12
    • Magic: Legends
    • Neverwinter >
      • Heart of Fire
      • Ravenloft
      • Lost City of Omu
    • Halo Wars 2
    • Rise of the Tomb Raider
    • Lara Croft and the Temple of Osiris
    • WildStar
  • Personal Work
    • Berserk - Gears of War
    • Vortigauntlet - Half-Life 2: Ep. 2
    • Titan VR - Unreal Tournament III
    • Blastrobots - Team Game in UDK
    • Underfoot - Unreal Tournament III
  • Resume
  • Bio
 
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GAME INFO


Genre: Souls-Like Roguelike
Engine: Unreal 4/5
Platform: Windows

CONTRIBUTIONS
Position: Senior Technical Game Designer, Feature Lead
  • Led, designed, and implemented soulslike boss fight for a successful prototype
  • Researched and documented content role models
  • Designed spec for procedurally generated content and collaborated with engineering to develop appropriate tools and constraints, produced extensive documentation
  • Led the content and layout feature/team
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JUMP TO:

BOSS DESIGN
PROCEDURAL MAP & CONTENT GENERATION
GAME PROGRESSION STRUCTURE
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Boss Design - Fetid Kiln Keeper (WIP)

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 Methodology (WIP)

​Coming soon!
Download Document
Early WIP Boss Document
Qualities:
  • Lumbering
  • Powerful
  • Slow
  • Low IQ
Intent:
  • Medium-ranged Melee, with AOE and gap-closer
  • High individual challenge
  • Very Long TTK (Time to Kill) ≈ 2:00 Challenge apogee
  • Low cognitive load relative to role model bosses
  • Prioritizes economic spectacle over mechanical complexity
  • Low cognitive load relative to role model bosses
References/Examples
  • Dark Souls - Stray Demon
  • Dark Souls - Taurus Demon
  • Dark Souls 2 - Smelter Demon
  • Dark Souls 2 - Velstadt, the Royal Aegis
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Abilities

Timing values represent frames @30 FPS
1-Hit Weapon Swing (Overhead)
Intent
Loudly telegraphed, high anticipation, high damage, limited area of effect/targeting, encourages players to move to side or back of enemy
Type
Melee Attack
Player Strategy
Lateral Dodge
Max Range
700uu
Target Arc
90°
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Anticipation
Hit
Recovery
54
10
68
1-Hit Weapon Swing 2 (Horizontal Sweep)
Intent
Lower damage, sweeping arc, broader area of effect, encourages players to create distance
Type
Melee Attack
Player Strategy
Back Dodge
Max Range
700uu
Target Arc
135°
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Anticipation
Hit
Recovery
64
26
54
AOE - Burst
Intent
broad AOE escalation that pushes evading players out of attack range
Type
AoE
Player Strategy
Run Away
Radius
900uu
Max Range
600uu
Target Arc
360°
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Anticipation
Hit
Recovery
120
4
36
Gap-Closer - Leap
Intent
Gap-closer disincentivizes creating too much distance, natural followup for AoE
Type
Melee Attack with root motion
Distance
1,000uu
Min Range
900uu
Max Range
3,000uu
Target Arc
360°
Height
350uu
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Anticipation
Hit
Recovery
66
4
60
About Face
Intent
Player movement speed disparity compensation, prevents players from attacking the back for extended periods unpunished, followup to a dodged leap
Type
Movement
Distance
1,000uu
Target Arc
22.5°
Yaw
(-)157.5° (left/right-dependent)
Duration
40
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Procedural Map & Content Generation (WIP)

Structure

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Game Progression Structure (WIP)

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Professional Games
Project 12
Magic: Legends
Neverwinter
Halo Wars 2
Rise of the Tomb Raider
Lara Croft and the Temple of Osiris
WildStar
Resume
Bio

US: 610 416 4976
[email protected]
Personal Work
Berserk - Gears of War
Vortigauntlet - Half-Life 2: Episode 2
Titan VR - Unreal Tournament III
Blastrobots - UDK Team Game
Underfoot - Unreal Tournament III
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