Hi, my gamedev pals! Last week I was invited to OXO, Video Game Museum, in Madrid, to talk about Game Design. I decided to talk about the importance of Kinesthesia in video games, a concept that...
Game Designer at Crema
Working with the developers of Temtem.
- Game in Development:Temtem: Pioneers
Combat
- Designing the combat systems.
- Combo attacks ➜ Stats, Speed, Hitboxes, Input Buffer, Timings, Setting animation notifies for each Anim Montage for 200+ characters.
- Techniques ➜ Each playable character has a set of 4 techniques that are being prototyped and lately configured and balanced.
- Movement configuration ➜ Run, Jump, Dash, etc.
AI
- Behavior Trees, Blackboards, Tasks, Selectors & Services. Configuring them for 200+ characters.
- Peaceful Characters, Enemies & Companions.
- Boss Fights.
Game Balance
- Stats for 200+ characters.
- Enemies behavior.
Camera
- Tamer (Human character) ➜ Camera positioning and camera shakes for movement (walk & run).
- Temtem (The creature) ➜ Camera positioning for each Temtem technique, movement & camera shakes for attack impacts.
- Mounts ➜ Camera positioning for each mount & camera shakes simulating the intense mount movement.
Game Feel (UX)
- Movement ➜ Camera lag, FOV modifications during movement, etc.
- Attacks ➜ Impact feeling.
- Camera Shakes ➜ Movement, actions, etc. User Interface (UI) definition (side by side with my design colleague)
- Player HUD ➜ Exploration & Combat. • Menus.





