In the Subcribe&Punch team, I'm a Combat designer and I'm also working on the Game Design. The three of us weren't present at the start of this project, due to this, there were 3 main challenges for me. As Newcomer, a Game Designer and a Combat Designer.

Newcomer : me Player VS me Game Designer

As Newcomers, we had to understand the game design currently in place and why it was in place. We, the newcomers, were more interested in other fighting games with another audience than S&P. We started to analyse mechanics from other 2D fighting games to help us develop S&P, it seemed like a good idea. But it wasn't really after all.

In doing it would lead to missing one key element : the targeted audience. Since the target audience was more casual than the initial thought, we adapted. Reducing the execution part was always on our minds, changing the mechanics that were too complex, in order to fit our current target more.

Game Designer : Character's Conception

As a Game Designer, we worked mainly on Character Conception. Using already made concept art and pre-research on a well-known youtuber, we produced the character's gameplay and mechanics. The main challenge was to adapt an established character with his particularities, and translate them into mechanics.

We had to do more research on the character, since we were not familiar with him and his particularities. We had to filter results from our research. Some results were interesting to use, some less interesting to use but too big to be ignored. From the results too big to be ignored, we had to twist some of them to use them in the game.

Combat Designer : Tweaking, over and over again

As a Combat Designer, I worked on tweaking characters. The main goal, and main challenge, for our character tweaking was always to make a character able to have options and to be fun to play. For the first character, since he was S&P's first character, we made him versatile, generic and well-balanced to use.

When the second character arrived, we were more able to give him specificities in his gameplay. For exemple we could give him more wide attacks because we had the first character as a benchmark to balance things out.

What I learned from it

I would say that my experience in S&P is one of adaptation and understanding. Adapting to a audience and understanding them, always keeping it in mind while working. Adapting to an already existing team and project, understanding it to work in the same direction. Even searching and understanding a character, and adapting it to our game.

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