OSCAR MONZON
Game Designer
Kilonova
Description
A 3D, third-person melee-combat game where a celestial world is being corrupted by a powerful alien force: the Kilonova. Play as Nova, a fighter of the cosmos, as she fights to repel the corruption and restore the world to its former glory.
Features
- Fight waves of enemies in arenas.
- Build up a combo meter with combination of attacks.
- Unleash a powerful attack by building up the combo meter.
Visit the website here:
Available on Steam:
Kilonova is a project spanning more than two years; it was the second year long project I worked on as I left at the end of the first year to start a new project with a new team.
This project saw a lot of the same designers (me included), programmers, artists, and audio designer since Return to the Skyway, but new members joined us in creating Kilonova. As a team, we were expected to showcase our progress through multiple milestones over the course of this project. At each milestone, we were given feedback from our instructors and peers which encouraged us to make this good game great.
The Team:
Designers
Oscar Monzon - Level/Narrative Designer
Peiling Lee - System/Gameplay Designer
Joey Kirum - UI/UX Designer
Artists
Alex Warn - VFX/Lighting Artist
Cal Francisco - Creature & Character Artist/Animator
Emily Hogue - UI Artist/Generalist Support
Reggie Arnold - Rigger/Creature Artist & Animator
Devon Stratton - Environment Artist/Prop Modeler
Janay Jerez - Concept Artist/Environment Support
Riley Rawald - Character Animation Support
Programmers
Emma Lewarne - Audio Programmer
Jasmin Widgery - UI Programmer
Maddie Slockbower - Tools Programmer/Troubleshooter
Mason Kaschube - AI Programmer/Encounter Designer
Liam Sarret - Gameplay Programmer
Ethan Young - Back-End Programmer
Matt Slockbower - Tech Lead/Graphics Programmer
Audio Designer
Erik Libouban-Gundersen - Sound Designer
Directors & Leads
Jennifer Assid - Producer
Alex Warn - Art Director
Emma Lewarne - Technical Director
Joey Kirum - Quality Director
Erik Libouban-Gundersen - Audio Director
Liam Sarret - Creative Director (current)
Peiling Lee - Creative Director
Oscar Monzon - Creative Director
The role of Creative Director changed throughout the project.
My Roles
Level Designer:
- I designed all 4 levels for the game.
- Drew level layouts.
- Build levels as a whiteboxes in Maya, then imported it in Unreal.
- Designed an engagement graph based on our focused engagement type: Power Fantasy
- Designed those levels based on our focused engagement type.
- Wrote a document that listed waves and enemies for each arenas.
Narrative Designer:
- Came up with the overarching narrative.
- Wrote the scripts for the dialogue.
- Worked closely with the environment artists: Devon Stratton and Janay Jerez, to use the environment as a storytelling tool.
Creative Director:
- Established our Design Pillars.
- Communicated closely with other departments to help focus the vision of our game.
- Held meetings to talk about and make design decisions.
Other Design Work:
- Researched with the other designers professional games similar to our genre, to understand how to build our combat system.
- Weekly playtesting to further iterate and improve.
- Helped our system designer Peiling Lee in balancing the enemies, both individually and in the wave system.
I've learned a lot about design, being a lead, and learning about a new engine. I feel this project put my design skills to the test. I needed to design compelling levels and narrative with significant limitations. With limited traversal mechanic, and a focus on a straightforward goal, I learned instead of making the levels focus on the pacing, balancing combat moments and moments of ease of tension, and making the player feel certain emotions at certain areas with the help of our sound designer Erik Libouban-Gundersen, and our artists, mainly Devon Stratton and Janay Jerez who are the environment artists. This was the first time making an engagement graph which helped me look at designing the level in a different perspective. As a narrative designer, when I wrote the dialogue, I learned how to balance doing exposition while keeping the personality of the speaker in mind, all the while making the dialogue vague enough for the player to be hooked but also clear enough so they understand their overarching goal. It was a tough but interesting aspect to work on.
Kilonova is a student project spanning more than two years of development. I left the team at the end of the first year to work on another project with a smaller team, while Kilonova was picked up by new designers, artists, and programmers.