Midnight Gambit

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/

My Role:

Worked as a junior design contractor on the National Film and Television School project Midnight Gambit (available on Steam), where responsibilities focused on producing Low-Poly modular 3D assets and supporting core gameplay design. Duties included proposing thoughtful level layout improvements, contributing detailed, iterative playtesting feedback, assisting with implementation and refinement of design changes, and collaborating with the team to ensure assets and design solutions met project standards and performance requirements.

MoodBoard

In response to the brief sent by the client and the requested art style, I looked into the Gothic architectural nature of the game and developed a moodboard showing the client the nature of which modelled assets would follow. Continuing the communication throughout the commission resulted in the final product looking different. Despite this, it is important to showcase the creation process in full.

The Complete Modular Sets

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.

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 in order 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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