When the game is flowing well, and you’re dancing around your enemies deflecting blows, firing off arrows and smashing bad buys with your shield, you feel like you really are a super-powered knight from an imagined past.
I led a strike team of 4 people at Gameloft HQ, to overhaul the core experience in 2 months.
We streamlined the experience of swashbuckling action-adventure in a format appropriate for mobile usage, playable in short, frequent sessions.
We used the inherent strengths of touch screens for inputs (taps, swipes) to improve usability and fun.
We reworked the long-term progression to distillate major production efforts on a few set-pieces, while managing to keep the same overall narrative, to meet the initial goal of telling an epic fantasy tale set in medieval Europe.
Our hero defeats a Vampire in his Transylvanian lair.
Creating a free-flowing combat system where your thumb and character move in sync.
Clearing most of the actionable UI (except for the special skills at the bottom), and making contextual as much informational UI as possible, made the game a more cinematic experience, letting the cool setting and high-end graphics shine.