SMU Guildhall Graduate Catalog Spring 2016 — Cohort 23 | Page 38

Colton Revia Level Design « The Blades of Narzul The Blades of Narzul is a third-person, By exploring the fine-grain details of my project focused on understanding the build a more thorough understanding of action-combat game prototype. This design and functional elements of an animation-driven combat system. It was built over the course of about 12 weeks from January to April of 2016. The main challenges of the project involved the construction of a robust combat system that made the actions meaningful and the careful blending of the associated animation assets and movements to ensure a smooth player experience. 38 LEVEL DESIGN favorite combat systems, I was able to the design for tight core gameplay loops. This deep knowledge will be invaluable to future projects that aspire not only to include the basic elements of a game, but also to present an indelible play experience through polished cohesion of all its component parts.