Trailer
Project Summary
Description: Kila: Hourbound is a third-person, action-adventure platformer game set in the fantastical world of Aion. Engage in melee combat while using time-based chrono abilities, but be sure to move quickly as the time to complete your mission is always counting down. Each mission transports you to a different land in Aion, frozen in an hour, with savages on the hunt. It is up to you to progress through the lands and take them down, with time as a special source of power you can manipulate.
Team Size: 26 team members
Editor: Unreal Engine 5
Development Time: 6 Month
Mode: Single Player
Time to Complete: 30 - 60 minutes
Fantastical World & Magical Themes
Game Pillars
Time Manipulation
Parkour & Skill-Based Navigation
Fast-Paced Melee Combat
My Roles & Responsibility
Designing Combat System
Using Blueprint to design power-ups and special abilities
Using Excel Sheet to balance Combat System
Using Audition to create SFXs
Designing and Balancing Combat System
Postmortem
What Went Well?
Designing and iterating Combat System to create interesting combat experience
Effectively communicating with artists and programmers.
Creating and iterating SFXs
What Went Wrong?
As a first-time combat system designer, I identified shortcomings in the combat system design and completed adjustments by mid-development.
Lead Team and combat system team did not have same understanding about the large image of combat experience, lead to confusion in the mid-development.
The entire special ability system was completed in the final stages of development, leaving insufficient time for balance adjustments.
What I Learned?
Using Excel sheet to list all the possible variables for Combat System
Clarify all the enemy and player movements
Using Excel sheet and formula to balance each movement
Using Excel sheet to make a simulator for each Level ‘s difficulty
Adding formula to adjust each level’s enemy stats
Iterating the stats based on the excel sheet and actual game experience.
Using the system created by developers to implement character special abilities
Creating Buffs Blueprint that apply on players
Working with Artists to implement visual effects on weapons and players
Using Blueprint to design power-ups and special abilities
It’s important to keep discussing with lead team when feel the large image about the system is not same page.
Gained extensive experience in combat system design and balancing, which can be fully applied in future projects.
Gallery