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(Novus Studio LLC, 2024)

Roles

 On Wicked Arcana, I was a studio lead, producer, and technical designer. The work that I did included:

  • Writing and maintaining design documentation

  • Creating and assigning tasks to the rest of the team

  • Monitoring progress on tasks, and helping resolve blockers so that everything progressed efficiently

  • Creating character and enemy AI.

  • Designing and implementing the functionality of the main character.

  • user interface

  • Implementing Audio for background music and sound effects

Production & Tools

The tools that I used during the production of Wicked Arcana included:

  • Unreal Engine 5.3

  • Google Drive (Central location where the entire team could access important documents)

  • Canva (Whiteboards for the team to collaborate together during meetings and discussions)

  • HacknPlan

  • GitHub

  • Discord (Private server for team communication)

  • Adobe Photoshop

Wicked Arcana took a remote-first approach to production and consisted of a team of 15 - 20 people that varied depending on project requirements. We took an Agile approach to project management to ensure flexibility and rapid response to changes in the team's bandwidth. 

- Wicked Arcana Game Design Document

Work Breakdown

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Characters

(Novus Studio LLC, 2024)

I was the primary person who worked on creating the player character and the enemies for Wicked Arcana. 

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For the player character, I created the following:

  • Health and death systems

  • Melee combat including grounded and aerial combat

  • The magic system based off of runes collected through gameplay and energy shards that power the magic spells

  • Player movement and camera

  • Stamina system

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For the various enemies, I created:

  • Health and death systems

  • melee and ranged attacks (Different for each enemy of the 6 enemy types

  • Logic for tracking and attacking the player

  • Attack token system that drives enemy AI based on how many enemies are allowed to attack the player at once

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For non-player characters:

  • Roaming system to navigate the environment

  • Perception systems to track their surroundings

  • Fleeing system when danger is near the NPCs

User Interface

For the User Interface, I implemented the following:

  • ​ The Heads up display tracking health, stamina, equipped spells, and remaining energy for casting

  • The inventory menu

  • Replacing developer art for the map, pause menus, and quest menu

Audio

For the game audio, I worked on:

  • Assigning audio feedback to the player and all enemies

  • Used Metasounds to create the controller for music played during menus and gameplay.

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