Developer:Lionbite Games Duration: 2017 Q1 - 2018 Q1 Engine: Unity Platform: PC Responsibilites: Level Design, Game Design, Scripting Released Date: 04th October 2019
Rain of Reflections is an atmospheric, cyberpunk flavored role-playing game. Its turn-based strategic confrontations are uniquely centered around a morale mechanic. Every move and choice made by the player as the three different protagonists is permanent and will have consequences on the world and its characters.
During my time on Lionbite I had multiple roles when working on Rain of Reflection where as a level designer I worked on blocking out new exploration areas for the player to explore as well as guiding the player to the next area. I was also prototyping a lot on combat levels that we tried to make unique from one another. This was a fun and challenging process since the combat levels were grid based. On the scripting side of the project I got to setup dialogs and interactions for the players to interact with and I was also working on AI behaviour for the combat levels. I was also a game designer on the project where I went through where interaction should be in the exploration and also designing how the combat system should work as well as coming up with fun and interesting challenges for the player.
In RoR I worked with setting up a lot of the camera triggers in the game where there is two ways of switch in the game one is just by walking in to a new camera zone and the other is by interacting with an arrow interaction that will move player to the new area
In Wilona house for example there is a camera trigger in between living room and the bedroom. The switch happens in the door frame
Giving players stuff to do in the exploration mode with help of interaction is something that I was also a big part of. Where there is a few different interaction in the game where some will give you dialogue and others that gives you items
I was also setting up a few dialogues in the game where I worked closely with the writers and the games script.
In the start of the game the player is forced into a corridor but instead of locking the player to a straight path I added an opening on the side to still give the player a sense of exploration allowing the player to explore. If the player decides to go into the side of the corridor they will be met with a dead end with a window that the player can interact with this will show the player where to go next and what elevator they should take to progress.
My name is Mattias Persson and I'm originally from Sweden. I'm currently located in Osaka, Japan, working as a Level Designer at Ubisoft Osaka, where I got experience in game design, level design and scripting (C#, and UE4 blueprints) in both singleplayer and multiplayer games. In my spare time I enjoy spending time with friends, photography and going hiking which I always find relaxing. Apart from that I enjoy working on hobby projects where I try to find new ways to challenge myself and expand my skills.