
Zeus' Bolt
Technical Game Desinger
1 Week
3D & VFX Artist
Solo
Summary
Zeus' Bolt is a puzzle game where players harness Zeus’s lightning bolts to interact with the environment and solve complex challenges. Developed as a solo project, I assumed the role of Technical Game Designer and managed every aspect of the game’s production, from concept to final iteration.
Working independently over a one-week period, I created the gameplay mechanics, designed all 3D models, crafted visual effects, and built the user interface. This experience allowed me to explore the full spectrum of game production, gaining insights into each stage while refining a core mechanic praised for its ingenuity and well-thought-out puzzle design.
Key Responsabilities
Puzzle and Level Design
Conceptualized and designed puzzles with a logical difficulty curve to keep players engaged without overwhelming them, balancing complexity with clarity.
Technical Scripting and Game Mechanics
Programmed all core mechanics, creating interactions that felt intuitive and rewarding for players, ensuring the gameplay aligned with the game’s concept
3D Modeling and Visual Effects
Modeled and textured environmental assets and visual effects (VFX) to bring the world to life, using Unreal Engine’s Niagara system for dynamic lightning effects.
User Interface (UI) and Crosshair Design
Developed the interface and crosshair mechanics, focusing on precision and player feedback for a seamless gameplay experience.
Testing and Iterative Refinement
Conducted extensive testing and iterative improvements to balance the difficulty and flow of the puzzles, aiming for a smooth and rewarding player experience.
Documentation of Design Process
Documented each stage of development, from initial concepts to final implementation, providing a roadmap for potential future improvements.
Approach and process
For Zeus' Bolt, I followed a methodical and iterative approach to design and development. Starting with a well-defined concept, I created a project timeline that allowed me to move efficiently through each stage, from scripting to asset creation. Working with a disciplined workflow, I focused on designing puzzles that were both mentally engaging and accessible. Regular testing allowed me to gather feedback on the gameplay experience, leading to adjustments in puzzle difficulty and mechanics. My approach emphasized clarity and precision, especially in UX and interface design, to ensure players could navigate the game without frustration.
Handling every aspect of production, from scripting to 3D modeling, gave me a holistic view of the game development process. This allowed me to make informed design choices that integrated seamlessly with the technical requirements, resulting in a cohesive experience praised by an external mentor who followed the project’s progression.
Mindset & values
Precision and Detail-Oriented Design: Focused on crafting puzzles with clear logic and a balanced flow, ensuring each level was thoughtfully designed.
Curiosity and Problem-Solving: Embraced challenges in scripting and design, experimenting with mechanics to deliver the best possible player experience.
Player-Centric Approach: Prioritized player satisfaction by balancing difficulty and clarity, ensuring an engaging experience without unnecessary frustration.
Working solo allowed me to take full ownership of each development stage. I approached the project with a sense of curiosity and problem-solving, embracing every aspect of game creation, from mechanics to visual feedback. This comprehensive involvement enabled me to deliver a polished prototype with functional puzzles and a cohesive gameplay experience, strengthening my understanding of production workflows and technical design.
Outcome
Zeus' Bolt was a valuable project that deepened my skills in technical game design and self-management. Developing every element independently, from scripting to asset creation, allowed me to refine my approach to problem-solving and iterative design. This project underscored the importance of a player-centered design approach, as well as the value of structured workflows in solo development, preparing me for future projects that require both creativity and technical expertise.
ROADMAP
Defined the core mechanics and initial level ideas, establishing a project timeline to complete the game within a week.
Concept Development and Planning
1
Balanced puzzle difficulty through testing, focusing on clear visual cues and a cohesive user experience.
Iterative Testing and UX Refinement
3
Scripting and Initial Puzzle Design
Programmed core mechanics and developed the first set of puzzles, conducting initial testing and refining based on feedback.
2
Final Adjustments and Documentation
Finalized level design, documented the development process, and optimized the game before submission.
4
