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​Backpack Dungeon

|  PC  |  Rogue-like  |  Top-Down  |  Inventory Management

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Scope

Engine: Unity

Team Size: 6

Duration: Waterfall, 1.5 Months

Personal Contribution

  • Producing / Project Planning

  • Game Design

  • Level Map

  • Inventory Art

  • UI Design

 

Loot is your best ally here.

A classic Rogue-like action dungeon crawler, but mixed with inventory management. Choose and organize your backpack carefully, because in this dungeon, everything loot you keep will fight the horrifying monsters for you!

Production Pipeline

GDD & Scope

This is a project attempted to utilize waterfall method like in earlier years. As the producer for the team, even thought the game idea did not come from me, it is my job to organize the team, host meetings, and keep everyone on the same page of the scope.

The team decided on all the mechanics, 3 levels in total including the tutorial, 50 items for the inventory system, character and background, and control in our first meeting. Next, the art team created the art guide while I design the first level map, user flow, HUD, and UI style guide.

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UI Flow.png
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Project Planning

During the second week of development, we spent more time for refining the GDD and scheduling in advance.

With a team discussion session, we decided on doing two meetings a week to update each other. Me as the producer helped the team listed out each tasks, and made the schedule of the development process including the time for every task and milestones.

Prototype for First Playable

In the third week of building this project, my main job is level design and UI design. 

We have two designer working on difficulties and algorithm, one programmer building the scene with placeholders, so I would adjust the map size, enemies, and encounters based on their work.

I also work with the artist since this is their first time creating in-game assets. I created a grid system for the artist to follow which will make the later process of implanting assets much easier and assure the image quality.

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Alpha

The game design tasks are mostly done in the past weeks, so before out alpha, I started to work with the art team more.

I established a pipeline for art team: The leading artist creates example, one artist design and sketches out the assets, and I will color and finish them. However, the artist in charge of design and sketches was unfortunately hospitalized. For the team to finish the game as expected in the document, me and out leading artist needed to take on extra work.

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Beta

The goal for beta is to have all the mechanics, finished assets, audio, and the complete game experience in the game.

I created all the weapons assets, finish the enemy sprites based on the existing sketches, and made the inventory UI.

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sapphire ring 1_1.png
clover 1_1.png
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Released Build

Last week of development, I helped polish the visual guide, and the rest is just lots and lots of playtesting. Me and other designers try every possible stat build, including attack power, attack speed, both melee and ranged, and DoT damage, to make sure the gameplay will be challenging enough but not too much.

I also worked on the logo and title page design of the game. After we put everything together and balanced them out, we now have a really fun dungeon crawler game with 3 levels and boss fights.

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Gameplay Demo

Developers

Aria Chang (Chi-Chen Chang)
Producer, Game Designer, Artist

Hua Yan
Game Designer
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Abhishek Makay
Game Designer

Mingqi Ji
Game Pitcher, Programmer

Shang Gao
Leading Artist

Gilberto Sanchez Cuadros
Artist

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