Hubris

The Premise

Hubris is a 2D local multiplayer platform fighter, with simple, fast paced one-hit-kill combat. Outwit and outplay your opponent as you scale to the top of a giant arena, where "up" is relative to which player has the lead. Defeat your opponent to turn the tides of battle (and the arena itself) 180° in your favour. Hubris was developed by a team of 4 over the course of 7 weeks, and is planned to receive future updates.

  • Lead Game and Level Designer

    • Designed and balanced character actions and controls

    • Created early prototypes for mechanics to quickly get the core experience testable

    • Designed, tested, and balanced modular levels fully playable when rotated 180 degrees

  • Sound Designer

    • Created or sourced and implimented all sound effects

  • Playtest Facilitator

    • Prepared a playtest protocol and facilitated testing

    • Analysed feedback to form conclusions and create action items to guide future development

My Roles

My Responsibilities

  • Asset Pipeline

    • Implement visual and audio assets created by the team

  • Game Feel

    • Working closely alongside programmers, balanced visual and audio effects to best contribute to the intended experience in a satisfying and natural manner

  • GitHub Project Management

    • Was a primary reviewer for GitHub pull requests from teammates, ensuring each contribution was meeting team standards and functioning as intended

Challenges Faced

  • Short development timeline and small project team

    • Overcame by carefully planning and adjusting the project scope as necessary, mindfully prioritizing tasks, and working at maximum team efficiency

  • Internal team conflict regarding task assignment

    • Overcame by constructive discussion to ease concerns and alterations made to our team communication going forward to avoid future misunderstandings

Skills / Knowledge Gained

  • Experience with a publisher/developer type relationship

  • Experience working in a higher stakes professional setting as opposed to strictly educational settings

  • Greater practical applications of level design theory centred around a unique mechanic

  • Experience with new project mangement tools (HacknPlan and GitHub Pull Requests)

  • Experience working as the lead game designer alongside developers primarily of other practices

  • Adaptation of joining a project already in the production phase of development

Early level mockups on paper!

This website, along with everything showcased within it, was created without the use of any generative AI.

evancaiegames.com