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On Sky Oceans: Wings for Hire, I was a game and level designer. My duties included:

  • Design and set dressing of scenarios.​

  • NPC and rewards placement.

  • Content deployment and technical configuration in Unity Engine.

  • General balance of statistics and rewards in the game.

  • Configuration of reactions and gestures in NPC dialogues or cutscenes.

All the work was done during the final stages of the game's development, when everything had already been programmed, modeled, animated, or drawn and was ready to be placed in scene.

Towns already developed/worked on.

Before i joined the company, some towns had already been designed and built. However, my role was to bring them to life and add personality by implementing various sections and elements. This included placing deverse flora and fauna, creating market areas, forests, and residential zones, and adding small details that significantly enhanced each town's uniqueness. I was also responsible for positioning different NPCs, ensuring they moved through the town with a "purpose."

In addition to that, i added various details to make the town feel more alive, such as placing shops, flowers, animals, and decorative elements to enhance its personality. Lastly, i also distributed several chests that serve as item rewards fot the player.

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Towns redesigned by me.

​Some towns were underdeveloped and needed a redesign to function properly, feel alive, and have distinct personalities. For these towns, i worked closely with the art director and the company's writer/co-producer. Together, we designed all the areas that make up each town, ensuring they aligned with their respective themes and identities.

​My role involved building key locations within the scenes, such as a residential areas, marketplaces, and any additional section suited the specific town, like clan headquarters, forests, livestock areas, or farmlands.

 

​After that, i focused on bringing these place to life by adding unique detalis that enhanced their personality. This also included placing NPCs with predefined paths to create the illusion of a "purpose." Lastly, i also positioned chest that serve as item rewards for the player.

 
 

Balance of combats.

​I was responsible for defining the combat statistics, the different character classes, and the overall gameplay flow. Building upon the company's existing formulas, i applied stat modifiers to various characters and enemies to ensure a challenging yet balanced experience throughout the adventure.

 
 

Game Trailer

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