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 Systems Design - The Rot

While still balancing my roles of 3D animation and game design, I was given the task to brainstorm the rules of the world in relation to Rot. How could we achieve maximum cuteness while also hinting to their lore? How to create fun gameplay that stays in line with their character? This required back and forth communication with the animation supervisor and a few of the designers. At the end of this period, I shared my findings in a presentation to the rest of the company.

The topics covered:

  • Coming up with rules on how the Rot function in the world

  • Ways Kena could interact with the Rot

  • Enhancing Rot cuteness

  • Different gameplay ideas for collecting Rot

  • How Kena could use the Rot in her own abilities, and how that might look

  • The steps and scope for collecting a Rot

 

Creating rules for the Rot

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An early issue we encountered was differentiating to the player which Rot were “yours” and which Rot were “wild” and could be collected. This was the beginnings of the Rot becoming the “Rot Wisp” form in their uncollected state. Another issue was framing the collection of Rot as a “helpful” act. We didn’t want Kena to appear like she was kidnapping the forest creatures!

 

Look Dev of different ways the Rot could be collected

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Early iterations of the interactions with the Rot

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