Skydome - Kinship Entertainment
Skydome - Trailer
Screenshots
Skydome is a tower defense game featuring Moba elements, players must build mazes and place turrets to protect their artifacts from the waves of enemies, each team has its own arena and can interverne on the enemy arena by throwing skills or creatures captured from the jungle area. The game is a 4x4 and is heavily focused on the competitive aspect.
My Contribution to Skydome
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I documented and organized mechanics previously implemented in the game that didn't have proper documentation yet.
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I was responsible for balancing the entities based on player feedback and data retrieved from the matches.
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Designed and prototyped new maps for the game, those maps were later implemented into the game, increasing the total amount of maps from 1 to 3.
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Worked with the UX team to design the entire tutorial for the game.
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Designed new champions with their own skill set and mechanics and worked with the development team to make sure the champion was released with the expected game feel.
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Worked with the Game Design team in developing new mechanics like Erebo and the Clan System
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I worked directly with the creative team, participating in all decisions and meetings about visual aspects such as character skins and seasonal events.
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Made retexture skins for two characters that hasn't been released yet.
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Worked in the localization, writing in game texts for both English and Portuguese versions of the game.
Level Design in Skydome
During my time at Kinship i had the opportunity to develop the level design of 2 maps of 3 in SkyDome, the maps Convergence and Ambush were designed by me with help from the incredible Eric Garcia as Environment Artis. Above you can see the maps.
Map: Convergence
Map: Ambush
My General Contribution to Kinship Entertainment
During my time at Kinship i was able to work on a wide variety of features, from game design tasks, like designing a new system which was later implemented into game, to working on creative tasks, like making a retexture for a character, this allowed me to learn new skills and acquire experience in different areas from the game development. Also an important aspect of my work was to communicate clearly the design to the rest of the team, so i would regularly have meetings with the development team to make sure a new champion or feature was going the way we wanted.