Saúl Barambones's profile

Preproduction Systems Design in an award-winning game

System Designer during preproduction phase in an Awarded Game
During my period at Breda University of Applied Sciences, I participated in the preproduction phase of a tower defence-themed game where we had to ideate game seeds, make prototypes, test mechanics and iterate on them to prove their value and then come up with a solid game concept that would be carried into the production phase.

Within a multidisciplinary team of 10 people, encompassing artists, programmers, and game designers. 

Game engine: Unreal Engine 5.
Short video of what me and my team had by the end of preproduction
Credits to the team I worked with that made this result possible

Producer
Sophie Dapperens
Programmers
Tycho Charko, Matej Kalocai, Viktor Adamec
Artists
Lia Kim Kool, Roshant Elvin, Jose Luis Pellegrino Canora
Designers
Saúl Barambones, Tim Rasenberg, Peter Nylias, Sophie Dapperens

The game kept going afterwards without me (see here end result) and the new formed TrainWreck team won the Best Student Game award in the Dutch Game Awards of 2023 (link here).​​​​​​​
Short video of end result achieved by Team TrainWreck at the production stage
This is the final trailer for the game completed by the Team TrainWreck. While the video and content aren't mine and are from their itch.io page, it showcases the project's journey. This Behance post reflects on my contributions up to the point where I left the development process, illustrating how my involvement impacted the project.
As a game designer I am capable of iterate on game ideas and create value upon agreement.

For the 1st iteration, me and 2 teammates (Tim Rasenberg and Matěj Kaločai) wanted a more dynamic tower defence, so the USP lies in the game not being fixed in a layout and having a more dynamic and action-based tower defence game. The main reference game was Orcs Must Die.
The initial iteration lacked alignment, leading to a divergence phase. This allowed us to explore and refine new approaches based on agreed-upon requirements, resulting in a more robust and versatile design.
In the second iteration, I gave a spin on a teammate’s idea that had potential and identity. An anthill-based tower where to place the defences. I kept the idea of having a vertical map (resembling a tower) and turning it into a high-tech-based world in which you have a modular skyscraper to defend  where defences will be determined by the module placed.
The teammate's Anthill concept where I took inspiration. Made by Sophie Dapperens and Roshant Elvin.
Images I used for the game's concept idea
In this iteration, no clear game seed emerged. We then analyzed all game seeds to obtain a detailed list of liked and disliked elements. In the end, in partnership with Tim and Matěj the definitive iteration was conceived. 
The Game Seed that made into the Dutch Game Awards
The idea of a game set on a train following a linear path with a modular design was conceived. Tim, Matěj, and I expanded upon the original Train Game concept by introducing a rogue-like element through modular cargo wagons, which also define the level design. This game seed won the final vote and successfully advanced through preproduction and towards production.
Screenshot of the original game concept. Level Design sketch by Tim Rasenberg.
Systems Design - Prototypes that made it into the final product
Economy Design prototype
Brief demonstration of how the money is obtained at the beginning of the level (a not-so-big amount to not let the player be over-prepared towards the basic first enemies), and by killing enemies. And then the dynamic of placing turrets and how their cost is a constrain.

While developing the system and playtesting, I've identified a money stacking issue that impacts gameplay. This problem leads to two scenarios:

1. Tycoon Loop: Players accumulate money to a point where it loses its value.
2. Player's Downfall: When no more slots are available for upgrades, the accumulated money becomes useless, resulting in boredom.

A drain system was needed. Towers will require periodic repairs with scrap to prevent destruction, maintaining engagement and value in the gameplay.
Following initial implementation, we received feedback highlighting a negative feedback loop related to constant turret repairs, which isn't enjoyable. As an alternative, Peter Nylias and I have thought on a new approach involving a blocking system with escalating costs to unlock additional slots.

In the video below, we can observe that red tiles do not display placement indicators and blocks interaction, making the turret placement HUD unavailable.

This new system brings greater potential and value, while adhering to the level designer's vision of restricting turret placement throughout the train layout. It introduces:

1. Exponential cost growth: Unlocking more slots becomes costlier as waves intensify, ensuring resource balance and preventing currency devaluation.
2. Controlled slot allocation: Initially, blockers will limit free slots on each cart, determined by the cart's design.
Turret Upgrading prototypes
Tim and I had the idea of having a skill tree system that enables players to specialize in specific branches and utilize tactical elements.

Matěj and I handled the implementation. What I worked on is in the visual feedback system for the upgrades.

For this system, the key feature is to change meshes in the blueprint when it is upgraded.
First prototype where the mesh switching feature is achieved
Merged feature with the turret prototype that other team members worked on
Preproduction Systems Design in an award-winning game
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Preproduction Systems Design in an award-winning game

Tower defense game in which I participated in a 7 person-sized team during the preproduction phase.

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