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Stan Lee's Hero Command

Stan Lee's Hero Command

Platform

Mobile iOS/Android

Genre

3D isometric brawler

Tools Used

Unity 3D

Duration

1 year

Role

Lead Game Designer/Producer

Overview

Stan Lee's Hero Command is a 3D isometric brawler. My studio teamed up with Stan Lee to create a brand new cast of Super Heroes for use in the game. Each hero has his/her own story and arch nemesis all designed by our team and approved by Stan. The game took a little over a year to build from start to finish.

For this game we were inspired by classic brawler games. Our goal was to make a fun mobile game with featured multiple play styles and connected stories across 3 different hero characters.

After working with our technical designer to write the GDD I was tasked with designing the majority of the 120 missions taking place over 20 plus environments in Unity with modular assets. I worked with the art team to create the modular art assets to build out each environment. After creating the environments in Unity I started laying in game objects, triggers, and collision to create each mission in the game. With gameplay implemented I also was responsible for set decorating each environment.

After a pass on the gameplay elements was implemented I would play test missions and tune for difficulty and balance. Once an environment and its missions were feature complete I did a lighting pass and baked the levels.

Responsibilities:

  • Technical Documentation: GDD
    • Outlining the games core functionality
      • Game flow
      • Game mechanics
      • Mobile controls
      • Gameplay UI/HUD mockups
      • Hero/character design
      • Hero abilities/attacks
      • Enemy types
      • Enemy attacks
      • Story pass
      • Story/cinematic flow
    • Front End wireframes & mockups
    • Milestone scheduling
  • Level design/building
    • Define a modular asset setup
    • Implement modular assets into Unity
    • Create levels using modular assets
    • Applied collision to art assets
    • Place different game objects
      • Player spawns
      • Enemy spawns
  • Level tuning and balance
  • Level lighting
  • Enemy design
  • Boss design