Design Lead

A semi-idle RPG where you play as a humble swordsmith. Craft the perfect sword for randomized adventurers, then see how far your work gets them into a dangerous dungeon.

  • Unity

  • 3 Person Team

  • Spring Semester 2022

  • Released on Steam

The Game

Design Pillars:

  • Make cool swords

    • Enough options that you can get creative instead of simply choosing “the best” options

  • See your work in action

    • All swords have a unique appearance and show up in the game. An adventurer’s success is determined by your choices

  • Feel a sense of progress

    • Early and late game feel different to play because of new options and mechanics

Just a Humble Swordsmith was my first game project in my freshman year at DigiPen Institute of Technology. The original concept came from my love of RPGs and all the tiny systems that make them up.

I wanted to capture the feeling of going into a crafting menu and Making a Cool Sword, one that takes advantage of the strengths and weaknesses of a character.

At the same time, I am fascinated by the role of NPCs in game worlds and wanted to see what it would be like to play not as the brave hero, but as the simple craftsman who makes the adventure possible.

Our team was made up only of designers, so we had to use the skills we had to make a complete game. Most of the sprites and backgrounds were done by our Producer Shawn, with incredible music and sounds by Tech and Content Lead Joe.

My Role

Responsibilities:

  • Designed the sword components and player-facing combat systems

  • Wrote flavor text for adventurers, materials, and sword styles

  • Themed each level, enemy, and material for progression and cohesion

  • Created pixel art for materials and some enemies and swords in Aseprite

I was the design lead in a group of 3 designers and created the original concept for the game.

As my first experience making a game with a group, it was difficult to divide up the work, especially in a group solely consisting of designers.

The project also taught me the need for prioritization, as we only realized about a third of our ideas. Polish is always more important!

Most of my work was done in spreadsheets of crafting materials, abilities, and flavor text, but I also contributed some of the game’s art.

I also learned pixel art skills in the software Aseprite, which I used to draw the sprites for the crafting materials and a few swords.