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Wicked Arcana

Role:
Timeline:
Project Status:
Tools Used:
Technical Designer, Producer, Systems Designer
October 2023 - June 2024
Released
Unreal Engine 5.4, Blueprints, Metasounds, GitHub, Google Docs, Photoshop, Discord
Project Info:
Action RPG, Fantasy

A stylized action RPG that combines melee combat, rune-based magic, puzzle exploration, and mythologically inspired storytelling. Built in UE5.4 with systemic design and layered worldbuilding.

Project Overview

Wicked Arcana is a stylized action RPG where players master melee combat and rune-based magic to uncover a mythologically inspired narrative. The game blends environmental storytelling, ancient puzzle solving, and deliberate combat pacing, built to emphasize expressive world design and strategic player decisions.

Design Goals

  • Create a tactile and deliberate combat loop combining melee, magic, and dodging

  • Design rune-based spells that double as environmental puzzle tools

  • Foster a sense of mystery and discovery through symbolic and layered environmental storytelling

  • Support modular development for a mid-sized remote team using Agile pipelines

My Contributions

  • Designed and implemented the entire rune-based combat and magic system

  • Built player mechanics: stamina, health/death, melee (grounded + aerial), magic casting, and UI integration

  • Created all AI systems for 6 enemy archetypes, including ranged/melee logic, perception, and token-based attack behavior

  • Created AI system for a 2-phase boss, including ranged/melee logic, perception, and transformation behavior

  • Developed NPC AI with roaming, fleeing, and reactive behavior

  • Integrated HUD for health, stamina, equipped runes, and casting resources

  • Implemented Metasounds music controller for dynamic menu/gameplay transitions

  • Led sprint planning and cross-discipline collaboration (15–20 team members)

  • Authored design documentation for team coordination

Challenges
  • Balancing fast-paced magic and melee in a way that remained readable and deliberate

  • Ensuring runes felt powerful yet strategically limited by energy systems

  • Coordinating remote pipelines across narrative, level design, animation, and combat design

Solutions
  • Created clear telegraphs and cooldown structures for melee and magic

  • Tied runes to environmental interaction and puzzles to encourage exploration

  • Used sprint structure and ran regular team update meetings to maintain pipeline clarity and sync across a remote team

Outcomes
  • Successfully integrated systemic combat, exploration, and storytelling with a small-to-mid team

  • Design systems are scalable for future content drops and expansions

  • UI and AI systems were modular and reusable across player, enemies, and NPCs

Gameplay Trailer

Breakdown Video

Crafting enchanting
and
engaging gameplay experiences.
  • LinkedIn

 

© 2025 by Brady Key.

 

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