

Path of Hirayasu was a four-week project aimed at crafting a dark and gruesome universe inspired by Feudal Japan.
We set out to develop an action game featuring platforming mechanics, combat, and a skill system.
As a System Designer, I was responsible for documenting, balancing, and implementing the various gameplay mechanics.

My Contribution
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Gameplay Balancing (Excel-based)
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Feature Creation
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Comprehensive Documentation
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Level Mapping
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Sound Design
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3C Design
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Challenge Estimation
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Concept Mapping
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Testing & Feedback Analysis
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Enemy Design
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Skill Integration
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Level Art Collaboration (LA)

About My Work

From the outset, we knew we wanted to focus on combat mechanics, platforming, and a skill system. As such, we drew inspiration from games like Ratchet & Clank: Rift Apart.
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The challenge lay in adapting these mechanics to a much darker universe and a less arcade-like experience.
To address this, I opted for a more realistic approach: the skills are based on historically accurate weapons from that era, while the platforming aspect emphasizes the dynamic movement of our character.
Game Design Intentions

Balancing
​On the Excel side, I developed a tool to iterate on a customizable combat simulation. For RNG in crate drops, I designed a percentage calculator with a simulator to better manage resources. A macro records the results and generates a statistical summary to provide clear insights.
For game balancing, I drew inspiration from highly dynamic examples, aiming to create a system with numerous weak enemies and a few dangerous ones to encourage player strategy.

Comprehensive game balancing utilizing automated statistical analysis, allowing for the rapid creation of the desired gameplay experience and easy iteration.
Designed and maintained a live-updated concept map throughout the project, ensuring a clear record of all additions and maintaining a consistent scope.
Beyond aiding organization, the concept map improved team communication and served as a bridge between various specialties.
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