During the preproduction I designed the artstyle of the game with the ex-art director, after which I lead the production of most of the game art assets and content, totaling to 11 maps and customization system featuring hundreds of weapons, armor pieces and cosmetic items. I myself modelled and textured the game characters, some of the equipment, weapons and level assets. I also took part in finalizing the levels and doing the final lighting pass.
Due to the small size of the team and the fact we lacked a dedicated designer, I took on more and more responsibilities as the production went on, one major part of which was handling the bulk of combat design and it’s non-code-required-implementation with in-editor tools, the main feature of the game. I also had a major part in designing features like the progression system, weapon system and it’s balance. Because of these responsibilities, I worked closely with the code and QA teams, tasking new features and keeping track of the project’s progress.
In addition, I co-designed and made the UI art and font seen in the game, as well as a lot of the marketing related art. During the development I created hundreds of concepts detailing the levels, assets and the overall world of Boreal Blade, also taking on the role of lore master in the project.
During the open beta, I also acted as a liaison between the community and the dev team, posting blogs and gifs to explain and illustrate new game mechanics as well as running the discord where I interacted with the community and reported back on bugs players had found.