Ilya Firsov – Sobaka Studio Kiborg Game Designer Portfolio
Kiborg is a fast-paced, story-driven action game with rogue-lite encounters. Each challenge is unique and the narrative always moves forward, win or lose
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
Mutators
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
Technical 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
UX
I was responsible for the overall feel of the game, including:
Camera
Controls
Sound
UI and HUD
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