Scrap Mechanic


Summary

Scrap Mechanic is a multiplayer sandbox survival game, with emphasis on crafting and combat.

Player freedom and autonomy are some of the core principles that dictate how we take on designing and creating elements for the game.
More than one approach, and rewarding creativity are the tenets that we live with.

This creates the basic parameters that shape the start of every level and encounter.

CONTRIBUTION

  • Level and world design:

    • I've iterated and designed a general view of the world, pacing player progress as they move through larger areas and lay out key locations they find.

    • My level work focuses on interior levels, like dungeons, some points of interest, and areas where the player will find a combat encounter.

      • General art pass (Lights, props, decals) so environment artist can focus on more granular aspects of it.

  • Combat design:

    • Balancing enemies from tweaking values like TTK to designing general behaviors, always looking to keep the design pillars in, so we don't stray from the original vision.

      • I'm in charge of reworking the “Player Base Raids”, where player's farm gets attacked by waves of enemies . A technical challenge since it was my first time working with LUA, and I had to redesign a game system.

  • Technical

    • Axolotl's in-house game engine is very special. I work mostly with LUA to shape and create gameplay ingredients. And for other art-oriented tasks, I work directly editing JSON files or use some of the custom-made tools that the engine programmers create with our inputs.

  • Communication.

  • Team communication is a big percentage of my work; I've handled playtests, presentations, and documentation that ultimately help achieve the best outcome for an experience.

    • For playtests, I create a Structured guide on what the things are we are looking to receive feedback mainly(also opening the space to new finds or feedback on other areas). I compile the results of the playtest and expose the most common points, creating a solid structure to iterate on the design.

Currently my work is still under NDA waiting for the next drop of content!

Stay tuned for a bigger breakdown of my work when the game releases!

GENRE

Survival Sandbox

CONTRIBUITION

  • Level design

  • Combat and Encounter designer

  • Technical design (LUA based)

  • Level Art and lightning

  • Documentation,

  • Playtest organization

Release

TBA full release.
Beta version is Live

Online Multiplayer

Sandbox Survival

Jan 2024 - Present

In-house engine

LUA