DANIEL RODRIGUEZ

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As my first venture into solo-dev, Windward will be a cozy sailing game about navigation and seafaring developed in UE5. Check the weather, set sail and explore a magical archipelago as you discover the world and find where you fit in the vastness of the sea.

Beyond the genre

Most cozy games rely on two design patterns:

One of the main goals with Windward is attempting achieve the Cozy-Genre experience and gameplay aesthetics, but with a Clockwork Game Design at the core of its underlying mechanics and systems, hopefully achieving a deeper gameplay experience with a more elegant design.

This should result in:

Current Status

A 3C's prototype has already been built as a proof of concept for the major risks and technical challenges, while providing a set of core mechanics that allow stablishing Rational Game Design metrics for scoping, level design and tuning.

The prototype currently supports:

From there I am iterating on the supporting systems/mechanisms for the Clockwork core, and in so, polishing a Core Loop with enough depth to support the game while keeping the scope within target.

About

"unBEATable" was a portfolio project developed by a group of my colleagues from u-tad's Game Design and Game Programing master's shortly after we graduated. At its core, "unBEATable" explored turning hack 'n slash combat into a rhythm game, turning every combat into a pseudo-turnbased pattern memorization and reaction game at the beat of an original soundtrack.

Contributions

About

Finger Gun VR was the first VR Action game designed from the ground up for Hand Tracking technology on the Meta Quest platform. Gameplaywise, Finger Gun was a wave shooter with a rogue-like inspired upgrade system to keep runs interesting.

I was brought into the team on a tight schedule, as the deadline for an alpha version was approaching and the team needed to transition from a long period of prototyping to honing in on a product.

Joining the two founders, the new Art Director and I embarked on a two week pre-production to assess the current state of the project, design a shippable product and make a plan to deliver in, like every game production ever, virtually no time. Somehow, we pulled it off.

Contributions

About

Developed as the final project (TFM) for u-tad's Game Design Master's Degree, "Naamu: The Lost Essence" is a 3rd person Hack N' Slash game made in Unreal Engine 4, where your main resource is both your health and you energy, meaning you will lose life every time you attack and will need to manage this resource very carefully in order to survive.

Born from the idea of using blood magic to convert your own blood into your weapons, during Pre-Production, the entire design time worked together to figure out how to make that into a playable game that was viable for our production time, and more importantly, fun to play.

Once we entered production, we had a strict policy of prototyping every game mechanic in Blueprints before handing it over to our Programmers for final implementation.

Contributions

While the team worked together early during preproduction and everyone was involved in every aspect, once we went into developing the first prototype, each designer joined a team of programmers and artists to develop a specific area of the game. By the end, I led or participated in the design of: