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UDO: Unidentified Drilling Object

UDO is a side-scrolling roguelike game where the player has to descend into a hole to find the secret of the planet. This is my debut project, where I worked as a Game Designer and managed a team of 7 developers.

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UDO was designed for release on PC and consoles. Drawing inspiration from Downwell, we aimed to capture the adrenaline rush of fast-paced gameplay while incorporating unique twists of our own.

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World 01

Designed the overall look, feel, and gameplay mechanics for World 01.​

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World 01 introduces the game mechanics to the player. It can be challenging at first, but eventually becomes the safest area for farming resources to deal with the tougher challenges in other areas.

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World 2

Designed the overall look, feel, and gameplay mechanics for World 02.

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World 02 introduces bumping mushrooms that alter the player's direction upon contact. These new directions may lead to traps, resources, or encounters with enemies.

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World 3

Designed the overall look, feel, and gameplay mechanics for World 03.

 

World 03 introduces a toxin that gradually inflicts damage on the player if they remain within its confines for too long. To mitigate this threat, players can dash through the toxic clouds to effectively erase the toxin and avoid harm.

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World 4

Designed the overall look, feel, and gameplay mechanics for World 04.

 

World 04 features a giant laser that appears every 10 seconds, inflicting damage upon contact with the player. To evade this hazard, players can utilize portals strategically placed throughout the environment to navigate safely through the scenery.

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Store System Design

The store system serves as a platform where players can purchase upgrades for their Deck.

 

The store was added as part of the overall progression system. Here, players can view the skills available for purchase and the total resources they have to acquire them. This feature creates additional objectives beyond simply finishing a run.

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Deck System Design

The deck system offers progression options that enable players to start a match with a set of skills.

 

The deck system was designed to provide players with the possibility to create a unique "build" just before starting their runs, allowing for full experimentation and exploration of the game mechanics.

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Skills Shop Design

The skill shop is a location where players can purchase skills exclusively for the current run.

 

The skills shop offers three skills available for purchase using gold resources. It employs a random spawn system where each slot presents a skill of a specific 'tier.' This allows players the opportunity to buy either a valuable or cost-effective skill each time they visit the shop.

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Combo System Design

Designed a combo mechanic.

Combo rewards the player with additional resources and cool visuals for the player character.

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Console release

Successfully released UDO on PlayStation, Xbox, and Nintendo platforms.

Not only was I able to participate in the certification process, but I also detected the majority of issues on these target platforms, allowing the team and me to resolve them before our console milestone release.

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