As a game designer working on Cube Strike, my main responsibility was to oversee the overall design and mechanics of the game. I had to ensure that the game was both fun and challenging, while also ensuring that it was accessible to a wide range of players.
While designing levels for Cube Strike, i had to create interesting and challenging levels that would keep players engaged and excited to progress through the game. I worked closely with the developer while building the game's mechanics to ensure that each level had a unique layout and set of challenges that would test the player's abilities and encourage them to experiment with different cube powers. I also had to balance the difficulty of each level to ensure that it was challenging but not frustrating for players. Throughout the development process, we iterated on each level to ensure that it was both fun and balanced.
While designing UI and the flow for Cube Strike, i had to create an intuitive and user-friendly interface that would allow players to easily navigate the game and access all of its features. while building levels and 3d assets i had to keep in mind on how the ui is going sit without any forecible distractions while maintaining cohesive and visually appealing interface that matched the game's style and theme. I also had to ensure that the interface was easy to use and understand, even for players who were new to the game. Throughout the development process, I iterated on the UI to ensure that it was both functional and visually appealing, and I tested it with different groups of players to get feedback and make improvements.
One of the main challenges that I faced while working on Cube Strike was finding the right balance between difficulty and accessibility. I wanted the game to be challenging enough to keep players engaged and interested, but not so difficult that it would turn them off. To achieve this, I had to iterate on the game mechanics and test it with different groups of players to find the right balance. Another hurdle that I faced was designing the different powers that players could assign to their cube. Each power had to be unique and useful in different situations, while also being balanced so that no single power would be overpowered compared to the others. I worked closely with the game's development team to ensure that each power was implemented correctly and that it had the desired effect on gameplay. Throughout the development process, I also had to ensure that the game had a cohesive art style and visual design that was appealing to players. This involved working closely with the art team to create concept art and assets that matched the game's theme and style.
Legal Notice: Note that the above content is a general overview of the project's aspects that I contributed to, and does not reveal any confidential or proprietary information about the project. It is intended to provide context and showcase my skills and experience, rather than disclose any sensitive details about the project itself.