Midnight Gambit

Software used in the project

  • Autodesk 3ds Max

  • Adobe Substance Painter

  • Unity

  • Github

Description:

In this project, I worked as a contracted games designer with the National Film and Television School alongside other ongoing projects to produce some modular low-poly 3D asset packs, built to defined specifications by the project lead and worked in a quality assurance role to test and report issues found within pre-release versions of the game.

Development responsibilities

  • Quickly adapt between different projects, working with different teams and departments during ongoing development.

  • Communicate progress to the team lead, undergoing revisions when needed.

  • Optimise produced assets to be compatible with the project performance requirements.

  • Ensure all produced assets are aligned with similar modular pieces.

  • Produce appropriate materials for the project matching the art style and aesthetics of 3D assets.

  • Conduct quality assurance testing to ensure the game remained bug-free before its appearance at Comicon London 2025.

Game description:

So you're a vampire, and your new boss has a cape and a spreadsheet. Dracula wants his cut, and he wants it monthly. Players control Sonny, a gambling addicted vampire with a coat-full of luck. Drink blood, gamble and create unique builds to survive in Sin City's finest casino, The Midnight Gambit.

Steam Page:
https://store.steampowered.com/app/4036460/Midnight_Gambit/

In response to the client's brief and requested art style, I looked into the Gothic architectural nature of the game and developed a moodboard showing the client the nature of the modelled assets that would follow. Continuing the communication throughout the commission resulted in the final product looking different.

MoodBoard

After communication with the client, the modular asset packs seen below were developed via multiple rounds of revision, resulting in low-poly pieces which can be combined in any configuration, with engine tools able to recolour each asset to fit the required environment.

The sets included are a Hedge Maze set for indoor use as part of a maze level within a section of the game, and an indoor wall pack for the main isometric casino level within the game, where the player spends the majority of the time.

Both sets were created in Autodesk 3DS Max using splines to create modular assets as part of the “Sweep modifier workflow”.

Please note that this was a paid position working for the National Film and Television School, working under the game development team, Solectice Labs, as a contracted games designer.

The Complete Modular Sets

Additionally, working with the team, I provided a quality assurance (QA) role, aiding the mid-term development of Midnight Gambit with a main focus on providing level and gameplay feedback to better refine the new player experience and gameplay loop as part of the mid-term vertical slice prototype.

This led to some of the refined gameplay, including more fluent character movement, UI communication and level flow, which can be seen in the trailer seen below:

Development is currently ongoing, so not all changes are final, and the final product may be different from what is shown below.

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Narrative Design

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