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Foreign Body

Game Designer
Project Overview
Foreign Body is a third-person turn-based strategy game, and I was tasked with overseeing the Level Design and Tutorial of the game.
When the team received feedback for the game, we took it onboard to change accordingly. This included the pacing and balancing of the level design, and how the tutorial was guiding the player. There were never any major attempts to defend something against changing as all the feedback was beneficial for the game to improve.
My Contributions
I have created several iterations of the level design, changing up how the player should move or where they should move to.
Keeping the level balanced by keeping it fair for the player with the number of resources and enemies on the board.
Should the player not choose their moves carefully, they could see everything fall apart before their very eyes.

I had playtested the game several times on paper before it was playable in engine to ensure the game's rules were defined. I had encountered many flaws, or lack of rules in those tests, allowing us to have our game set and ready for our programmers to implement them. Due to this I was the most acquainted with the rules, and it was up to me to make an understandable Tutorial.
It took many, many, iterations for the Tutorial to reach where it stands now, as feedback came though telling us what was understandable and receptive, and what wasn't.

Above: Current state of the game's Tutorial.
Below: Original text for the first two intended "sections" of the tutorial, and the flow chart given to the programmers to identify what the player would be able to do during the certain sections.

Iterations of Level Designs
The levels ultimately had to be shortened down due to how long it used to take before any combat would occur, leading to faster and more engaging gameplay.
Above: Old Main level.
Below: Old Tutorial level.
Above: Current Main level.
Below: Current Tutorial level.
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