
SWORDS OF NEOM

My Role & Responsibilities : Game and level Designer
Game Concept and Design:
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Developed the core concept of "Swords of Neom," focusing on a 3D fighting game with precise, deliberate combat mechanics.
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Designed the gameplay loop, incorporating elements of Middle Eastern folklore, and created a narrative centered around battling ancient evil.
Character Design:
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Created and balanced five unique heroes, each with distinct playstyles, abilities, and upgrade paths.
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Designed the customization and progression system, allowing players to upgrade and craft their heroes according to their playstyle.
Combat Mechanics:
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Developed the combat system emphasizing skillful, strategic encounters, with each hit and dodge being crucial.
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Designed enemy encounters that challenge players with unique scenarios, requiring different strategies to overcome.
World Building:
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Designed the city of Neom, creating a variety of missions and exploration opportunities that align with the game’s narrative progression.
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Integrated supernatural elements and enemies inspired by Middle Eastern folklore into the game’s environments and missions.
User Experience and Interface:
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Collaborated with UI/UX designers to ensure an intuitive interface that enhances the player experience, especially in combat and customization screens.
Quality Assurance:
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Led playtesting sessions to ensure that combat mechanics were finely tuned and balanced.
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Gathered and implemented feedback from testers to refine character abilities, enemy AI, and mission design.
Collaboration and Leadership:
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Worked closely with artists, programmers, and writers to ensure that all aspects of the game aligned with the vision.
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Provided leadership and direction to the design team, ensuring that project milestones were met on time.
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