Ilya Firsov – Sobaka Studio Kiborg Game Designer Portfolio
Kiborg is a rogue-lite beat’em up set in a gritty cyberpunk world. Wrongfully imprisoned, you must survive a violent reality show for a chance at freedom
Some of my favorite moments came from diving into a crowd of enemies and unleashing a flurry of strikes that were amplified by chained lightning, homing razor blades, and even cyborg legs that left a streak of flames on the ground
In the development of Kiborg, I had a variety of responsibilities:
Redesigned the core concept mid-development, creating a detailed game design document and implementing procedural generation, economy, skill trees, progression systems, and content unlocks
Designed generation systems, including random events, combat modifiers, special encounters, rewards, balance mechanics, and enemy patterns
Conceptualized, iterated on, and balanced diverse rogue-lite mechanics such as implants, augmentations, mutators, and weapon modifications, to create engaging and synergistic player builds that evoke a sense of power
Enhanced the overall game feel by designing camera behavior, optimizing controls, and leading the UI/UX department to deliver a polished and immersive player experience
Designed a resurrection mechanic and updated the reward system to take into account 2 players
Updated balance of enemies, bosses, waves, and ticket system
Mockuped UI and split-screen HUD
One of the systems I designed was mutators. Mutators are modifiers that the player activates during missions. A few nuances about mutators:
They have both positive and negative effects. They aim to enhance the player's build and sacrifice options that the player does not focus on
They have tags. If the player has at least one mutator, the weight of the other with this tag will be higher. This increases the chance of synergy
They are divided into large and small categories. Large ones are rarer and more valuable
UX
I was responsible for the overall feel of the game, including:
Camera
Controls
Sound
UI and HUD
Other Responsibilities
Map implementation
I was responsible for the complete setup of maps, including:
Navmesh
Arena boundaries and object collisions
Camera collisions and object transparency
Placement of spawn points for the player, enemies, hazards, and mission modifiers
Gameplay sublevel setup
Physical materials setup
Camera
Worked with Lyra framework in order to setup camera modes with smooth and intuitive behavior
In the video above, you can see the camera placement in different modes and transitions between them. For example, the camera slightly moves back during rapid firing to provide a better view for shooting. The target-lock camera, on the other hand, moves closer and has a smaller FOV to focus the player's attention on their target
HUD
Below, you can see the prototypes I made for the HUD. On the panel to the left, you can switch between mockups and read descriptions