Gerda: A Flame in Winter
Multi-award-winning story-driven RPG, 97% positive reviews on Steam, 84% on Metacritic
Game & Level Designer on the project from alpha to release.
With a focus on System Design, Balancing & UX I worked on several different aspects of the production, from implementation to bug-fixing & polishing the game for release.
Bird Island \ Portaplay
Platform
PC - Switch
Date
August 2021 - August 2022
Gerda: A Flame in Winter - Trailer
Game Design
Gerda a Flame in winter is a choose your own adventure game with around 11 different endings. So we had to make sure that each choice matters, and have both story and gameplay consequences. Because of my interest in player experience, I took the responsibility from the design side.
Some of my responsibilities
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Designing & implementing contents such as achievements aligned with story.
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Resource management: distributing different type of resources throughout the game based on dialogues, story and design needs
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Requesting specific choices (chance rolls, locked options) from the narrative team based on design needs
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Designing and implementing choices’ consequences with the narrative team
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Revising playtest survey, adding needed design questions, analyzing the data & making changes in the game based on the data
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Analyzing playtest data both for balancing the numbers and ensuring about game mechanics
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Ownership of balancing of the whole game, including: creating needed spreadsheets, analyzing player, designing logic and implementation for choice’s consequences and considering story needs. this balancing included the following elements
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Making sure all the "Mental Health" elements have the same strength and can be used along the game equally
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Setting up different thresholds based on each faction relation and trust.
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Setting up chance roll difficulties and modifier using inhouse tools
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Designing the chance roll modifying tool
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Balancing the probability of different endings considering different player styles and moral consequences for each choice
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All the responsibilities above were done to ensure the alignment between choices and moralities. For example, it was easier to save Gerda's husband if players chose to befriend with occupation and take that path (more unlocked choices, easier chance rolls, etc.) but he would resent Gerda if he was saved that way.
Level Design
I was also in charge of level design and level elements in the game:
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Setting up levels (works such as character movements, cameras, animations, all to complement narrative needs of the game)
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Ownership of 2 side story levels from ideation and greyboxing to polish where I created the level flow, structure, set up the level, and made iterations based on leads' feedback for narrative team to fill in the story
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Polishing and bug fixing (Logical & Technical bugs)