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Kneedle Knight

Game & Systems Designer

Published on Steam!

My Contributions
  • Game and Systems Designer

  • Designed Gameplay Mechanics

  • Designed Player Metrics

  • Designed AI Combat

  • Lead A Team of 20+ Developers

Project Details
  • Unreal Engine 5

  • Team Size: 22 Developers

  • Development Time: 4 Months

  • Published on Steam!

Introduction

I was the Systems Designer and Game Designer for Kneedle Knight.

For this third-person puzzle platformer, I was responsible for designing and iterating the core mechanics of the game, defining and refining the player's metrics, and designing combat with the enemy AI.

Core Mechanics

Designed the core mechanics for platforming and solving puzzles.

Player Metrics

Established the feel of the player's movement and jump for traversal.

AI Combat

Designed the behavior of the enemy and balanced its metrics.

My Mission

Design core mechanic for the player to move between 3D and 2D by merging into fabric.

Where I started my design process

  • How does the player move in fabric?

  • When can they emerge and what happens when they do?

  • What does the magic needle allow the player to do in the world?

  • How can I tie these together?

Merging into Fabric

Platforming Between 3D and 2D

To ensure that moving between 2D and 3D didn't feel like two separate games, I wanted to encourage moving back and forth between the two for fun and unique platforming.

  • The original version was too slow and hard to use.

  • Pressing a button to merge was inconvenient, especially while jumping.

 

This led to a key iteration: Auto-Merge

The player automatically merges into fabric by jumping towards it (no button push)!

Auto Merge...​

  • ​Made players feel more powerful.

  • Greatly decreased player frustration.

  • Encouraged speed running.

Still allowed the player to toggle between 2D and 3D for floor merging in puzzle moments.

Needle Throw

Throwing the needle not only provided the player with a way to fight enemies but now also allowed them to interact with their environment and solve puzzles.

In refinement, a translucent arc and flexible decal were added for better affordance.

Sew Mechanic

Early on in prototypes, I realized that the player needed a tool to allow the player to actively interact with the world.

This is when I decided to combine two mechanics already in the game...

Merge Mechanic

Throw Needle

+

=

Sew Mechanic

Sew = New Core Mechanic! 

This was perhaps my most impactful design choice. This gave the player an active ability to use for platforming and puzzle-solving.

 

Plus the free-form nature of the mechanic left so much room for agency for the player to discover emergent gameplay and speedrun levels, leading to a high increase in replayability.

  • Establish player metrics for gameplay for designers.

  • Created an asset size naming system.

  • Identified new parameters to be implemented for further refinements.

I created a system of Small, Medium, Large, and Huge objects for the design team to reference.

 

Small and Medium objects = Player can jump onto.

Large and Huge objects = Player cannot jump onto.

Creating the Player's Jump

​Initial Player's Jump

  • Too Heavy

  • No Air Control

  • Fixed Jump height

  • Rigid Camera

Finalized Player Jump

  • Hang Time at Apex

  • Refined Air Control

  • Versatile Jump 

  • Lively Camera Motion

The final version of the player's jump included over a dozen variables that underwent several refinements and minor adjustments. 

Key variables for refining the jump:

  • Hang Time - Gives the player more time in the air to make critical decisions. 

  • Air Control - Helps the player steer where they need to go with ease.

  • Versatile Jump - Tap for a small Jump or Press and Hold Jump for a Longer Jump.

  • Lively Camera Motion:

    • A small delay in the camera moving for a less static feel.

    • A slight panning up and down to follow the player when they jump or fall.

My Mission

Design combat that is "simple but fun" to create a nice change of pace between platforming challenges.

Where I started my design process

  • How are enemies a threat to the player?

  • How can the player's mechanics help them fight?

  • What can I do to stay within scope of the project?

​Initial Combat

  • AI Moves/Acts Too Stiff

  • Fireball Projectile = Too Fast

  • Melee Only = Boring

Finalized Combat

  • Better Detection for AI

  • Melee & Throw  = Versatility

  • Easier to Predict Projectiles

  • Parry Instant Kill = Fun!

Awesome Multi-Parry Moment!

What Went Well

Modularized Mechanics

The mechanics I designed proved fun and effective for making several levels of content.

Player Controller Metrics

Focusing on the player's metrics early on proved to be paramount for creating a character that felt fun and powerful.

Small Changes, Big Results!

Testing out low-risk feature changes, like Auto-Sew, led to enhancing their respective systems. 

What Went Wrong

Non-Intuitive Mechanics

Some design choices that made sense for gameplay were not always intuitive for the player.

Cut Additional Enemies

To focus on having a more polished final product, an unfinished enemy was cut from the game.

Inonsistent Actions

Some mechanics did not convey as fully reliable to the player such as when Auto-Sew works and when it doesn't. 

What I Learned

Mechanics Should Be Intuitive

Intuitive mechanics are easier to teach the player and lead to a more cohesive game feel.

Consistency is Critical

Unpredictable behavior in the game can leave the player feeling confused and frustrated.

Lean Into Mechanics All The Way

By tying together as many systems as possible in meaningful ways, the game becomes more cohesive and interesting to the player. 

Hear me talk about the making of the game!

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