Real-time strategy game with a focus on nostalgia and massive scale. The game is played in sessions. To win, the player has to build their base and army, outwit their opponents, and defeat their Generals. I was a game design intern, focusing on balancing the game’s systems.

Period Team Engine Platform
Feb - Aug 2024 60+ Unity PC

<aside> 💡 View project at: https://apoceus.com/

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https://youtu.be/j4S7eFGk1Bw?si=NkdmKDe1peLjKPrG&t=1074


Responsibilities

<aside> 💭 The project was in early alpha when I joined, meaning that the vision and the core gameplay were defined, and an MVP was created. While I was working there, the preparation for Kickstarter Demo Release was taking place, which required polish of the systems and content, UX- and balancing-wise.

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List

Design Context

Concept

The game is a Real-time strategy, in which players can play campaigns - currently only a 4-player and 2-player, every player for themselves. In each campaign the player has to collect resources to build up their base and army, in order to attack and defend against other players. The goal is for one player to defeat the generals (the main unit that the player starts with and cannot retrain) of all other players. Each session is intended to take approximately 1 hour to complete.

Vision

image.png

Notable Designs (+ Process Breakdown)


Initial Balancing Survey

Units Stats Balancing

Resource Gathering Revamp

Systemizing Buildings

Unit Effectiveness