3VERSE: Gamedev diary

And action!

Working closely with our monetization expert and game designers, we kept a close eye on this gameplay loop. Every new feature added had the potential for cascading effects. The one constant was making sure that players could be completely F2P.

Working closely with our monetization expert and game designers, we kept a close eye on this gameplay loop. Every new feature added had the potential for cascading effects. The one constant was making sure that players could be completely F2P.

Admittedly, not my favourite part of game dev but a very important one to get right! Having a clear plan of how the game was going to make money was essential during investor meetings. *Figures have been altered

Admittedly, not my favourite part of game dev but a very important one to get right! Having a clear plan of how the game was going to make money was essential during investor meetings. *Figures have been altered

Credit to Circle studio for this environment created for our cinematics. It set the bar for our team to work towards.

In Unicorn land, only rainbow explosions are permitted.

Countless hours spent and spreadsheets created for testing the damage, duration and status effects of these abilities.

Countless hours spent and spreadsheets created for testing the damage, duration and status effects of these abilities.

A selection of abilities we created. In the end we had 70+ abilities done, each with its own unique SFX and FX.

A selection of abilities we created. In the end we had 70+ abilities done, each with its own unique SFX and FX.

Casting a shield buff with a full display of GUI elements.

In the end we had over 5000 unique combinations of these baby unicorns. I was responsible for assembly, logic and about 75% of the art.

In the end we had over 5000 unique combinations of these baby unicorns. I was responsible for assembly, logic and about 75% of the art.

For this set I was responsible for the creative direction, assembly and logic while Humble Squid Creatives were engaged to develop most of the art assets. QA testing early on helped to get all the artists on the same page.

For this set I was responsible for the creative direction, assembly and logic while Humble Squid Creatives were engaged to develop most of the art assets. QA testing early on helped to get all the artists on the same page.

Post match screen concept

Some of our many marketing collaterals created, mostly revolving around the tournaments and AMAs that I hosted at the start. Several amazing community members stepped up to become moderators, eventually co-hosting some of the tournaments.

Some of our many marketing collaterals created, mostly revolving around the tournaments and AMAs that I hosted at the start. Several amazing community members stepped up to become moderators, eventually co-hosting some of the tournaments.

Storyboard for a short cinematic

Storyboard for a short cinematic

Alpha launch cinematic

The best part about this project was hosting tournaments for over 500 participants and hearing their feedback. It was a truly humbling experience, especially as more and more pro gamers joined in.

The best part about this project was hosting tournaments for over 500 participants and hearing their feedback. It was a truly humbling experience, especially as more and more pro gamers joined in.

Before

After- 2v2 tournaments brought out many new strategies changed the meta in ways the team couldn't have foreseen. The contributions from certain community members proved invaluable.