top of page

RESUME

1.png
2.png
  • LinkedIn
  • Twitter

©2022 by Wong Ying Fu. Proudly created with Wix.com

One of the core experience and gameplay concept I design for this game was to enhance and make sure that the player feel that they are actually fighting a robot. As many souls game use beast and monsters that have a conventional HP and need to deplete it to defeat it. To give the game a unique twist, I designed the enemies to only have a stagger bar and to defeat it, they must staggered the robot so that it will reveal its heart and only then they can be destroyed as an automaton unlike things that are alive is that robots will never get tired and will keep doing what it supposed to do unless its core component is damaged. 

​

The focus in the combat gameplay experience and design was to  have that feeling of impact and grit in their attacks and when they get hit. We try to achieve this with myriad of stuff just to make the combat and the player hits to actually give out that feel of contact such as hitstop, hit vfx, sound effects, animation and camera shake, all of this to make sure player feel satisfied when hitting the enemy, especially during a parry.  

bottom of page