Instructor: Weilong Gao
Duration: 6 weeks
Team Size: 7
Responsible for: Game Design, Content Design, 2D VFX, Programming
07/2019 - 08/2019
Broken Mirror is an asymmetry 2-player vertical scroller roguelike co-op game developed during my internship at Seasun Inc., Zhuhai, China. The team comprised two programmers, three artists, and two designers. During the first week, I mainly focused on brainstorming the game mechanics with the team and writing the background story on myself. I worked on 2D VFX in After Effect, the weapon system programming in unity and continued to integrate game design in the remaining weeks.
One of the two players is the mirror knight in the real world, and the other is his/her reflection in the mirror world. For the Mirror Knight, their gameplay is destroying different objects to acquire items to power up the Reflection. The gameplay of Reflection is to fight monsters and prevent them from reaching the Mirror Knight. The combination provides a co-op / chaotic experience.
Brainstorming & Ideation
a rough sketch summary after several brainstorms
We were given the theme of "mirror" by the company to develop an innovative game demo within 6 weeks.
Each of us came up with 1 or 2 ideas and shared them with the team. We tried to fuse different ideas together in an organic way and that's how we decided to develop a 2-player, roguelike, top-down shooting, strategy game.
Then we spent time brainstorming a possible core gameplay loop and mechanic.
After we had a general structure of the gameplay, I made a one-page document so that we could easily show the design to instructors and get the team on the same page.
a one-page document for gameplay
Building the Mirror World
At the same time, I was also working on the background story and world's history. I drew some inspirations from Neil Gaiman's Snow, Glass, Apples and wrote the first story about the Mirror Knight -- the "evil" queen. And then I continued to write other two stories related to mirrors and gradually build the world.
a diagram in the basic World Bible
Defining the Tone
We made a mood board for the game, including illustration of the antagonists, games of similar art styles and game feel.
examples of mood board pictures
I made a UI flow document of the whole game for better communication with other programmers in the team.
UI Flow of the Game
Below are some 2D VFX samples I made. Press the arrow to see next gif.
I am responsible for programming the weapon system such as weapons’ properties, attacking, collision, knocking back and HP system.