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TRANSFORMERS: EARTH WARS

ROLE

Game Designer

ABOUT

Side with the Autobots or Decepticons and assemble the ultimate team of Transformers using Combiners, Triple Changers and Beast Wars characters.

PROJECTS

2023 - 2024

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GENRES

Build & Battle

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Unity

ENGINE

PLATFORMS

Mobile

Key Responsibilities:

  • Owned the ideation, design and implementation in the content pipeline for Transformers: 12 BOTS, 12 COMBATS/POWERCORES, 2 COMBINERS, 1 TITAN

  • Brought alignment in the Product team on new features, events and bundles.

  • Conducted market research on other Midcore RTS games in order to understand gameplay/features to innovate within our own title.

  • Handled art outsourcing, management, and feedback.

  • Onboarded new designers for content design.

EXAMPLE WORK:

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Ariel & Scylla

The aim of this bot was to expand the roster of troops that are capable of controlling squad movement. Ariel/Scylla were made to be more precise at this function.​ Click the image to head to the image.

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Beachcomber & Deluge

Beachcomber is an especially popular bot in the transformers universe. So it was important that his appearance in gameplay reflected him as a character. His pacifist nature made it clear that he would a low damage bot whose specialty would be supporting the rest of the squad, as well as protecting them via influencing the enemy behaviour. Click the image to head to the image.

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Enerax & Fireglide

When initially designing this COMBAT, the plan was to have it available for all Melee classes in game, with the strategy entering around the Melee bots taking the most amount of damage out of any other bots. 

 

However through play testing and constant iteration, it was found that the COMBAT made all the warriors overly-defensive, but made Melee specials incredibly more viable at top-level play without them surpassing the HP thresholds of warriors. So the decision was made to make it an exclusive COMBAT for them, which in turn expanded the list of viable bots to chase at top level. Click the image to head to the image.

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Ruination & God-Neptune

At the time of the creation of this combiner. The combiner Magnaboss was considered to be the best combiner due to its image output and the ability to weaken the enemy’s damage resistance. This provided good direction on what this combiner should aim for meta-wise.

 

Most combiner shad one strong ability dominating their gameplan. So when designing Ruination/God-Neptune. I made special effects that can only happen when using the abilities in certain combinations. So the sensation of using a squad of bots with synergising abilities was captured.

 

In the end, the combiner is the most used combiner in game, becoming a staple in mid to high levels of play. Click the image to head to the image.

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Ark & Nemesis

Probably the most challenging piece of content I had to make. Between the special abilities, passive attack/effect choices for loadout, tech-tree perks, asset implementation as well as unique PvE content needed to be made around it, this was all a tall order to pull off.

 

But through all of this, it gave me a huge insight into how deep customisation and power progression can be taken within the game. Having to make a Titan with several different kinds of loadouts helped me improve the balancing and play testing techniques employed in the process. Click the image to head to the image.

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Sword of Balance

This weapon was a good lesson in simplifying a design. The initial idea was centered around a mode-switching idea, unfortunately there was no easy way to set this up with the tools at our disposal and the allocated time I had to create the weapon was limiting. This was a true testament to creative and efficient ways I had employ monthly when creating new content. Click the image to head to the image.

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