
Game overview
Game
With a single button, you control multiple characters and all their actions. Yet it can be learned within seconds. This makes it the ideal party game to play on a big screen.
Play through the co-op campaign to unlock new characters, arenas and factions; duel it out with 2-4 players in the arena mode or play a knock out tournament with unlimited participants!
Project
During my internship at Game Studio Extra Nice, I was involved in the development of Skirmish, a project that was a key focus, during which I collaborated with a team of artists and programmers to bring the game to fruition.
My contribution
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Level design for the 'highlands' level
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Level design for the 'tutorial' level
Title: Skirmish
Publisher: Extra Nice
Role: Technical / system designer
Team size: 11
Duration: 1 year
Year: 2019
Boss fights
Overview
During my development time, I contributed in developing boss fights.

Design Intention
The purpose of the boss fights is to provide players with the ultimate challenge to test the skills they have learned throughout the game. These fights are intended to be the most difficult obstacles and should be consistent with the theme of the current level.
For instance, the Druid boss is a great example of this. The Druid has the ability to transform itself into enemies that the player had encountered in previous levels. This design presents a perfect challenge for the player to apply the skills they have learned earlier in the game. It also adds an extra layer of difficulty by requiring the player to quickly change their strategy when the Druid randomly transforms into a different enemy.
For this feature I designed and developed
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Unique movement behaviors for the boss
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systems for the bosses (For example; the druid changing enemy types)
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Effects and animations used in the boss fights.
Early breakdown of one of the designed boss fights
Chokepoints
Overview
I designed and developed multiple chokepoints. These keep the player in a location, giving them a challenge to overcome, before they can move on.
For this feature I designed and developed
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Enemy spawning systems for when the choke points start.
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Animations and visual effects during the chokepoints.
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Balancing and use of the chokepoints in the games level design.
Level design
overview
An example of the levels I worked on is the dock's level. This level is used in the released demo.