Remanence - 2024
Genre: Action-Adventure, Soulslike
Engine: Unreal Engine (5.2)
Platform: PC
Production period: Sept. 2023 - Dec. 2024
Team name: ToSoftware
Team size: 25 (5 engineers, 10 artists, 6 designers, and 4 sound)
Full team credits: Anthon Reid, Ryman Barnett, David Porter, Riley Durbin, Cameron Myers, Simi Randhawa, Kira Shinoda, Liz Ponkow, Levi Yang, Zeke Lacy, Benjamin Poot, Nolan Lovelace, Ben Tuttle, Vasiliki Makris, Roberto Velasquez, Skylar Isaacs, Eric Park, Dylan Simpson, Blake Tran, Vasilisa Shcherbakova, Isaac Mitchell, Austin Clark, Santi Soza, Tyler Radocaj, and Caleb Sheffield.
Developed over the course of three semesters at DigiPen, Remanence is a first-person melee action game which I led and oversaw as Creative Director.
It’s available for free on Steam; click here to visit the store page!
My contributions…
As Creative Director, I oversaw the entirety of my team’s creative output and directed the team towards a cohesive vision. Part of my strategy was to remain very open to the spontaneity of ideas and discoveries within my team (across all disciplines, from top to bottom), and I believe this open-mindedness was a great asset to our success.
While I’ve officially held the title of Creative Director throughout the duration of the project, I’ve also worked in-depth in a few specific areas of design on Remanence, serving as our sole Narrative Designer, our primary Combat Designer through the first 9 months of the project, and one of two User Research specialists.
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Creating highly engaging, methodical melee combat in first-person was challenging; so much, in fact, that much of the team was skeptical at the prospect.
Through prototyping, a rapid iteration cycle, and thorough research of our emulation targets, I arrived at an interconnected system of different resources that the player needs to manage and exchange during combat.
Players are incentivized to play aggressively, in spite of how dangerous our enemies are, because rapid execution of parry and attack actions will supercharge the player's sword and reward them with an explosive finisher.
This paired well with the work done by our AI designer, and satisfied even very experienced action and fighting game players.
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Remanence, due to team priorities and scope constraints, is a very narrative-light game. However, as the team's sole narrative designer, I worked with the director of our art team to write a "worldbuilding bible" that fulfilled the artists' needs in contextualizing Remanence's environments, enemies, VFX, and UI, in addition to narrative documentation that gave the level team a story arc that they could spatialize.
I prototyped environmental storytelling vignettes with our level designers and environment artists, and worked to preserve tonal & narrative consistency as the project went through major design iterations.
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I wrote our team's researching and playtesting parameters, gathering weekly data per specific goals set by key members of the team:
What specific features or revisions need testing? What do we need to consider when comparing this week's feedback to last week's? How can we leverage different research methods to get the best data possible and preserve internal validity?
These and more were questions I was asking on a daily basis. When the quality of our user research improved, the quality of our other design iterations improved.
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Over the course of development, ToSoftware had multiple contributors rotate in and out: workflow and communication problems were both a cause for that, and an inevitable result.
Nevertheless, I worked closely with both of my producers to help mediate conflicts as they arose, facilitate communication, and develop interdisciplinary empathy and rapport.