An Online Arena Shooter set in a sunken Venetian city. Play as one of two teams: the Italian Scuba Diver Gang or the Shark Mafia. Use fast-paced movement and fish themed weapons to dominate the enemy team.
Our team plans to release a free playable multiplayer build on Steam in the near future.
My Role:
My role on Codfather was production coordination, concept generation & preparing pitches, design documentation, designing the core gameplay, user experience, and sound design.
I also ran most multiplayer playtests to gather data which was used to find bugs, unintended behaviours, and overall balance the experience to be more fluid and fun. I took inspiration from other arena shooters such as Quake, and analysed how they handle movement, weapons, health and ammo economy.
My goal was to design and balance a game that played familiarly enough to arena shooter veterans, while still being accessible to newer players that aren’t familiar with the genre. I worked as part of a talented 7-person team, including a technical designer, a programmer, and 4 artists. We developed the game that you can see in the trailer over a span of 3 and a half months.
Design Pillars
Fast paced, fluid movement
One of the core elements of a good FPS is a satisfying movement controller. With Codfather, we sought to focus on this aspect, ensuring that the player is able to traverse through the level and engage with enemies while constantly staying on the move. This core pillar is one that we are constantly referencing when considering the movement controller, level design, and the player’s abilities, such as rocket jumping.
Twitch reaction combat + finding ammo & health
We needed to think about what our combat should feel like, and how that relates to the player’s management of resources, mainly health and ammo. We decided to take heavy inspiration from arena shooters, where at all times, the player has a weapon out, ready to fight whoever rounds the corner. We also seek to replicate the map design of arena shooters, with winding corners, verticality, but also a level that flows from area to area seamlessly. Placing pickups around the map that the player needs to seek out encourages the player to keep scrounging for resources between fights to ensure they can win the next one.