Superfuse

Game Designer

Nov 2022 - Dec 2023

Logo_UnrealEngine

Project information

Description

Genre: hack’n’slash ARPG

Team size: ±25

Platform: PC (Steam)

Project type: Commercial project

Playable linkSteam

Superfuse is a comic-book-styled hack’n’slash ARPG with a rich and accessible skill customization system. Craft unique skills from a huge array of powerful fuses, select one of three classes and embark on this journey alone or with up to 3 friends. When humanity needs hope, be the hero!

Responsibilities / contributions

Fuse system and fuses

  • Creating and implementing different fuses
  • Creating and maintaining documentation
  • Testing and fixing bugs related to fuses

The fuse system is one of the core features of Superfuse. It gives the player the ability to change, approve, adjust their skills to something that suits them. Hero skills and fuses both use tag, you are able to put a fuse on a skill if they both share a tag. Some fuses will add or remove a tag. Creating this interesting and dynamic system for players to experiment with. This required a lot of documentation management and testing fuse combinations.

Heroes and hero skills

  • Creating block-out hero skills based on a design
  • Adjust and tweak hero skills
  • Testing and fixing bugs related to heroes

Once we established our design pillars, we started to define the core gameplay loop. My task at hand was looking into the dynamics around this. Our core gameplay was a cooperative third-person shooter with in-session and out-of-session gameplay with replayability. A looting and inventory system was a feature that I researched and documented. Other non-combat features would change the pacing of the game, to keep the player active and engaged. I presented those results to the design and complete team.

Quality assurance and testing

  • Playtesting build and specific game features
  • Bug reporting and assigning to the right person
  • Testing and recording game performance issues 

Once we had a game concept, we broke it down with a MDA framework. Which would help us analyze the concept into sections. Afterwards, I created a Game Design Document based on the concept and the necessary features. We were still in the concepting and pre-production phase, so changes or clarifications were bound to happen. I was partly responsible for maintaining and updating the document. In order to create different combat scenarios for the player, I proposed several different enemy types. I worked with an AI programmer to think about the AI behavior and to document this in an AI Design Document.