AGRYOS: Recovering Eden

My role

My role within the project was to act as the Lead Game Designer and help with Level Design. Aside from working with other leads to help focus on “the fun”, I also blocked out the final boss encounter of the game.

Play the game here:

https://store.steampowered.com/app/1702980/AGRYOS_Recovering_Eden/

 


Engine: Unreal Engine 4

Platform: PC

Development Time: 10 weeks

Team Size: 15

Role: Lead Game Designer

Game Summary

AGRYOS: Recovering Eden is a third-person shooter mixed with elements of a “Bullet hell” where you play as Neziha, trying to reclaim the “branch of Eden” from Axenum. Destroy hordes of robots with Neziha’s versatile cannon arm as you march through this fallen AI-created society.

 

Taking place on the fallen planet of Axenum, a once thriving AI civilization in charge of creating a habitable planet. Axenum, though failed its mission, was given a very vital piece needed to start any civilization, “a branch from Eden”. Your job is to get it back!


post mortem

 

My contribution

Blocking out the Boss encounter:

As the Lead Game Designer, I was tasked with coming up with the core mechanics for our action, third-person shooter. However, since we were short on level designers, there was a need for someone to prototype some mechanics and blockout the final encounter in the boss room. The design began with a paper prototype showing how different hexagons could “fold up” to trap the player in close proximity to the boss during the first phase.

 

The first phase

  • This phase is serves as two main purposes in the level overall.

    • The first main purpose to help serve as a “shock value” for the player when the walls close and AGRYOS comes down at once.

    • The second main purpose is to introduce the mechanics of the boss in a smaller, controlled environment.

  • On top of the boss attacking the player, fodder enemies spawn to help add extra tension.

 

The Second phase

  • This phase is when the barriers come down and the map opens up to its full extent, adding in new elements from the first one.

  • As the barrier comes down, AGRYOS uses the energy to shield himself from attacks. So to power down his shield, you have to destroy the now exposed power cores.

  • With more space, elite enemies will begin to spawn. The flying ‘Gryphon’ and the tank ‘Kaiju’ will be intermixed with the fodder enemies.

  • Lastly, the boss adds a missile barrage attack to make sure players keep moving and can’t line of sight everything.

 

Prototype

  • This was the initial prototype for the first phase of the boss.

  • Needing to help prove the technology from a rudimentary level, I did a quick prototype of the boss lowering the walls for phase 2.


Final Boss room

Design Commentary