
Tempo
Game Designer (Player Combat)
Project Overview
On this platform fighting game, I was the Player Combat Designer, where I:
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Engineered character movement, including dashing and wall sliding
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Implemented i-frame dodging
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Designed the 6 attacks (3 grounded, 3 aerial)
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Tempo is a rhythm-based fighting game where you play as a Tambourine Turtle to defeat other players. Input attacks on the beat of the song to deal damage and KO your enemies!
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Features:
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Hit attacks on the song's beat to deal damage
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Use 6 different attacks and movement tech to KO your opponents
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Get the most kills to win the round
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I worked with a Gameplay Engineer and an Artist over 4 weeks to complete this project. It was a hit at the USC Games underground show!

Gameplay footage
My Contributions: Player Combat

Dash jumps preserve movement momentum
I designed and implemented character movement and defense using C# scripting, including jumping, dashing, wall sliding, and dodging. I also designed the attack structure (light, heavy, special) and implemented the controls.
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MY FEATURES BREAKDOWN
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Character Movement
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Jumping: 1 grounded jump, 3 aerial jumps​
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Touching the wall refreshes aerial jumps​
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Dashing: using the dodge button on the ground allows the Tambourine Turtle to dash in the inputted direction
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Wall Sliding: can cling to the wall, which slows descent
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Attacks and Dodging
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Attacks: Light, heavy, and special attacks with grounded and aerial variants
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Dodging: 8 directions in the air, and a "spot" dodge (aerial + grounded)
Design Case Study: Player Dodging
The most significant challenge I faced on Tempo was with player dodging. I used playtester feedback to make my decisions to solve the problem. Here's a breakdown of the problem and the actions I took to solve it:
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PROBLEM: PLAYERS NOT DODGING
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My Task: Provide a defensive option for players to use
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Initial Idea: Like attacks, force dodging to be input on the beat of the song​
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Situation: Players ignored dodging and used movement to stay competitive
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Actions I took:
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Allowed dodging to be inputted whenever
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Video: demo of dodging​
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Increased the dodge i-frame window to make the mechanic more forgiving
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RESULTS FROM THOSE ACTIONS
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Players dodged more and games had lower KO counts

Dodging demo
Project Takeaways

Grounded and aerial attacks demo
After 1 short month of working on Tempo, I made a few learnings that informed my process on future projects and what I want to work on in the future:
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LEARNING 1: Coding for video games involves making scripts and objects communicate with each other at the right time.
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LEARNING 2: Designers need to work closely with other disciplines, especially art and engineering, to make their vision come to life.
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Video: A demo of the 6 attacks I designed
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LEARNING 3: Gameplay elements are not set in stone, and simple ones can be the most effective in doing what a designer wants.
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As a result of this project's work, I got my first experience with technical game design and working with other disciplines.