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POSSESSED
Enigma Of The Ancients

Possessed: EOTA is an ambitious open-world, story-driven RPG that blends strategic hack-and-slash gameplay with deep narrative design. Players will step into the shoes of a conflicted Pict warrior tormented by visions of his fallen enemies, unsure whether they are ghosts or manifestations of his own guilt. 

The game delves into the ongoing Pict-Saxon-Dane Conflict, striving to deliver an authentic and immersive medieval combat experience. Players must carefully prepare for battle, master the art of dark druid magic, and navigate a world where every decision can mean the difference between survival and demise. 

 Responsibilities

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  1. Built the entire game design document (GDD).

  2. Developed the Combat System.

  3. Designed and developed all the Gameplay UI / HUD elements.

  4. Programmed all Enemy AI in the game and designed different behavior patterns for different enemy types.

  5. Conducted User Interviews and Playtesting rounds. (Alpha - Case Study)

  6. Built 2 prototype levels for a demo (Level Design)

    • Necromancer's Lair​

    • Broken Fort Vanguard

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 Combat System                                             

1 / Fluidity
  • Players must feel fluidity in combat. To that end, the Load, Swing, and Recoil speeds are kept at a ratio of 2 : 3: 1.

  • Player character moves toward the target if the player's attack is missed.

  • When attacking in the right direction, the player character moves to close the gap between him and the target.

2 / Strategy
  • Added a variety of melee attacks - Charged Attack, Sprint Attack, Counter, Light & Heavy Attacks.

  • Added ranged attacks :

    •  Spells: Summoning Spells, Projectiles, Teleportation

    • Throwables: Throwing Knives, Hachets etc.

 Enemy AI System                                           

1 / Human-Like Behavior
  • Enemies are governed by fear and motivation.

  • Enemies work in a team to capture the player.​

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Melee Enemy AI

  • Different types of enemies -

    • Melee (Gruntling) Enemy

    • Ranged (Mage/Archer) Enemy

    • Heavy (Juggernaut) Enemy etc.

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Ranged Enemy AI

 Gameplay UI / HUD                                        

1 / Interactive UI
  • Added a small window showing key bindings for frequent actions (Player is able to toggle it On/Off)

  • Added prompts at points of interest where the player can perform an 'action'.​​

2 / Responsive HUD
  • Added post-process FX for different player modes: 

    • ​Blood-shot FX on screen when on low health

    • Freeze FX on screen when player is freezing/in cold areas of the map

  • Added slow-motion FX when player is performing finishers​​

  • Added camera shakes when player is hit

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