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SWORDS OF NEOM

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My Role & Responsibilities : Game and level Designer

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 Game Concept and Design:

  • Developed the core concept of "Swords of Neom," focusing on a 3D fighting game with precise, deliberate combat mechanics.

  • Designed the gameplay loop, incorporating elements of Middle Eastern folklore, and created a narrative centered around battling ancient evil.

 Character Design:

  • Created and balanced five unique heroes, each with distinct playstyles, abilities, and upgrade paths.

  • Designed the customization and progression system, allowing players to upgrade and craft their heroes according to their playstyle.

  Combat Mechanics:

  • Developed the combat system emphasizing skillful, strategic encounters, with each hit and dodge being crucial.

  • Designed enemy encounters that challenge players with unique scenarios, requiring different strategies to overcome.

  World Building:

  • Designed the city of Neom, creating a variety of missions and exploration opportunities that align with the game’s narrative progression.

  • Integrated supernatural elements and enemies inspired by Middle Eastern folklore into the game’s environments and missions.

  User Experience and Interface:

  • Collaborated with UI/UX designers to ensure an intuitive interface that enhances the player experience, especially in combat and customization screens.

 Quality Assurance:

  • Led playtesting sessions to ensure that combat mechanics were finely tuned and balanced.

  • Gathered and implemented feedback from testers to refine character abilities, enemy AI, and mission design.

 Collaboration and Leadership:

  • Worked closely with artists, programmers, and writers to ensure that all aspects of the game aligned with the vision.

  • Provided leadership and direction to the design team, ensuring that project milestones were met on time.

     Screenshots

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