MARTINA FUSKOVA
GAME DESIGNER
Realmwalker
A 3D 3rd person rogue-lite action game focused on challenging boss fights, with a narrative inspired by Eastern philosophies. Travel through mythical realms, defeat powerful creatures living in them and grow in strength.
Platforms: Windows Engine: Unreal Link: Website Status: In progress Team Size: 20
Role: Lead Game Designer, Producer Date: June 2023 -
Project Development
The game is developed as a part-time project by a team of talented developers from all around the world.
We started the development in June 2023 and focused mainly on ideation, prototyping and building a stable team. In January 2024 we formed Thauma Creations with a stable team of roughly 20 developers, and we are planning to release the game by the end of this year.
Responsibilities
As the Lead Game Designer I'm accountable for designing all mechanics and systems in the game and communicating the designs to the rest of the team.
Designing the combat system including camera, controls, pacing and all content (such as bosses, enemies and spells). The combat system is focused on spell-casting, creating combos, interacting with the environment and managing resources.
Designing non-persistent progression. The non-persistent progression doesn't persist betweeen runs. The focus is therefore not on build min-maxing but build variability. This is done by spell upgrades that add behaviours to the spell rather than just improve the values.
Designing persistent progression. The persistent progression consists of passive traits that improve the key actions the player can do in the game - such as mobility improvements (dash, increased movement speed...), attack improvements (critical damage, life steal...), defense (increased health, additional life...) or faster progression (improvements of non-persistent progression).
Cooperating with level designer on crafting levels with fun encounters and boss rooms well suited for the abilities of the boss.
Balancing the stats of spells, bosses, passive traits, enemies and other content.
Creating content that works well with the narrative of the game.