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Overview

Job Overview :​​​

My Role : Level & Technical Game Designer

 

Job Duration : 1 years and an half
 

Team Size : 30+


Studio Name : Playwing​

Project Status : Live-Ops Game

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Game Overview :

Century Age of Ashes is a multiplayer dragon battle game. Join the arena, hunt down your enemies and rule the skies!​

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Genre : Dogfight / Heroes Shooter

Platform : PC / Xbox / Playstation

Game Engine : Unreal Engine 4 (Blueprint / C++)

Season 1: The Outbreak Gamemode

Objectives:

Century: Age of Ashes is a highly competitive game, so we encountered difficulties in acquiring and retaining a large base of casual players, which is essential for free-to-play games. Furthermore, as a "Game as a Service", it was essential to introduce regular updates with original content in order to maintain the engagement of our community.

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The PvE mode was designed specifically to meet these two critical requirements:

  - To offer a simple and accessible entry point for newcomers.

  - To provide an adaptable and engaging experience with fresh content for dedicated players, thereby enriching the      overall game offering.

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My responsibilities:

  1. Project Management & Teams Coordination:

    - Production Management: I oversaw the creative process and organised regular coordination meetings with the              Design, Programming and Art teams over a four-month period.

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    - Quality Control: My role was to ensure that production remained on track with the schedule and design                            specifications, ensuring on-time delivery.

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  2. Game Design and Mode Balancing (Tower Defence)
   
- Mode Design: I designed the entire game design for the Tower Defence mode, defining the objectives (preventing        the collapse of defences), the game structure (successive waves of enemies) and the conditions for victory/defeat.

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    - Iteration and Quality: I organised and conducted regular playtests to quickly identify bugs and balancing/design          errors, enabling rapid and effective iteration.

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    - Wave Design: I designed the progression of the PvE mode:

         - Monster pathing.

         - Composition of each wave (intensity and mix of enemies).

         - Progressive learning curve, culminating in complex final waves.​​​

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  3. Level Design and Artistic Integration
   
- Map Level Design: I created the level design for the PvE mode-specific map.

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    - Documentation and Integration: I managed the initial implementation, then documented and clearly explained             the technical constraints and requirements to the artists for the integration of visual elements.

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  4. AI Design and Technical Optimisation

    - Design & Satisfaction Objective: The goal was to achieve high satisfaction when eliminating enemies, keeping in mind the heavy technical limitations associated with Old Gen platforms and high graphics standards.

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    - Innovative Solution (Boids Algorithm): We opted for a simple but satisfying AI approach:

         - Swarm Grouping: Monsters are managed in swarms, allowing them to be killed en masse for a highly                                rewarding combat experience.

         - Optimisation (Leader AI): A single ‘boss’ AI managed the entire swarm, using a Boids algorithm to follow pre-                  designed lines. This optimised performance while providing fluid and chaotic movement.

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    - Evolving Enemy Design: I designed the range of enemies to offer varied challenges and opportunities for future             evolution:

         - Weak and Numerous (crowd management).

         - The Tank (priority target, threatening the tower).

         - The Smokers (obscuring the map, adding a strategic element).

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    - Long-Term Vision: The design of this AI was modular, leaving the door open for future improvements (real pathfinding, group merging, dodging).

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Results and Impact:
Strategic design choices and technical optimisations have paid off, making PvE mode a major success for the game:

    - Player Acquisition: The launch generated a sharp increase in the acquisition of new players who were previously put off by the difficulty of the main game.

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    - Retention and Engagement: PvE mode was very well received by the entire community, strengthening casual player retention and offering content that was appreciated by hardcore players.

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    - Strategic Validation: This achievement validated our approach to expanding the audience for Century: Age of Ashes while offering new, high-quality content for the Game as a Service model.

Season 2: The Thornweaver Class

Objectives:​

The PvE experience led to the introduction of the first Tank/Support class to improve PvP retention. The difficulty of PvP gameplay (very short Time to Kill) caused a great deal of frustration among casual players.

 

Introducing the Thornweaver, a class with high survivability and low skill requirements to offer a more error-tolerant option and diversify the meta.

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My responsibilities:

  1. Game Design and Strategic Role
   
- Class Design: I designed the Tank/Support archetype for PvP combat.

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    - Key Abilities Implemented: I designed and implemented two essential survival mechanics:

         - Bramble Armour: Reduces damage taken and slows attackers.

         - Regeneration Passive: Regenerates health outside of combat to increase survivability and accessibility.

         - Bramble Wall: A wall that procedurally blocks paths; it can be destroyed by opponents.

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  2. Advanced Technical Implementation (Unreal GAS)
   
- Implementation: I was responsible for implementing Armour and Passive using Unreal Engine's Gameplay Ability          System (GAS) (in Blueprint). This approach ensured robust and standardised network management of complex              game mechanics.

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    - Iteration and Balancing: I led playtests and managed the iteration cycle for these abilities. I worked                                  collaboratively with another developer on the implementation of Thorn Wall.

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  3. Story, Lore, and Narrative Integration
   
- Lore Design (Fates of Dragons): I created the lore for the Thornweaver class and contributed to the Season 2                narrative. My work ensured that the class design (nature and defence abilities) was narratively consistent with the          theme of symbiosis.

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Results and Impact:
   
- Strategic Validation: The new archetype was highly appreciated by casual players, allowing them to feel more               effective, and the season's lore was very well received.

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    - Live Balancing Management: The introduction of this archetype caused initial balancing challenges that were               quickly corrected through our live iteration process, maintaining a healthy game environment.

Season 3: The Artifact Gamemode

Objectives:

The need to introduce strategic variety into the game's competitive offering, which until then had been based entirely on symmetrical game modes.

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Designing Artifact Gamemode, an asymmetrical Attack/Defence mode, aimed at offering a new competitive vision.

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My responsibilities:

  1. Asymmetric Mode Design and Gameplay
   
- Mode Design: I was responsible for the complete design of the asymmetric Attack/Defence mode.

         - Attackers: Must retrieve an Artefact and charge it at specific points to destroy the enemy base.

         - Defenders: Must prevent the Artefact from advancing at all costs.

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    - Implementation of Key Mechanics: I implemented the mode's crucial systems, including:

         - The logic for picking up and dropping the artefact.

         - The system for charging the artefact in specific energy currents that attackers must navigate.

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  2. Asymmetric Level Design
   
- Map Design: I designed the level layout of the map, which had to be inherently asymmetrical to support the                     Attack/Defence dynamic.

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    - Spatial Balancing: My job was to ensure that, despite the physical asymmetry, each side (Attack and Defence) had         balanced strategic strengths and weaknesses throughout the different phases of the game.

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  3. Quality and Launch Validation
   
- QA Testing: I actively managed and participated in QA (Quality Assurance) testing for the mode, focusing                           specifically on detecting bugs related to new mechanics (Artifact, charge zones) and balancing asymmetric game         flows.

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Results and Impact:

    - Competitive Diversification: The mode has enriched the PvP offering with an innovative asymmetrical concept, renewing the interest of competitive players.

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    - New Game Dynamics: The introduction of the Artefact and charge currents has forced players to adopt new movement and team coordination strategies that were previously rare.

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