Zeff Bao

 Game Designer | Technical Designer


Valkyrie

SOLO DEVELOPER

Valkyrie is a fast-paced action game











THE PROCESS


STEP 1: DEFINING THE THEME
The first step was to determine the theme of the combat. Following PlatinumGames producer Atsushi Inaba's advice at GDC, designing an action game begins by placing the player in a specific context or theme, then considering the abilities they can have. In Valkyrie, the combat theme was "space." Using this as the core concept, I derived various gameplay mechanics related to space, such as "aerial combat," "instantaneous movement," and "adjusting the position and size of space."

STEP 2: ESTABLISHING COMBAT STYLE AND FEEL
The next step was to define the style and feel of the combat. I wanted Valkyrie to deliver a thrilling experience, similar to fast-paced action games like Devil May Cry and Bayonetta. With this goal, I determined parameters such as the duration of state machine transitions, animation startup frames, and whether actions could be canceled.

STEP 3: DESIGNING SPECIFIC SKILLS
The third step was to design specific skills. For example, to enable aerial combat, players needed the ability to launch enemies into the air and perform combos while airborne. These combos should feel rewarding but require effort rather than simply mashing buttons. Based on this, I designed a branching skill mechanism where different button sequences triggered different skills, with more complex sequences leading to more powerful effects.

STEP 4: ENEMY DESIGN
Based on player skills, the next step was to design enemies. Each enemy type should challenge specific player abilities or skills, such as dodging, parrying, or time manipulation. I used Behavior Trees to give different enemies distinct combat styles, ensuring diversity and fun in battles.

STEP 5: POLISHING COMBAT FEEL AND CAMERA
The fifth step focused on refining the combat feel and adjusting the camera. This involved tweaking transition windows between actions, enhancing visual effects for hits, fine-tuning hit pause durations, and adjusting camera zoom frequency and ratios. Iterative testing was essential to achieve the desired result.

STEP 6: LEVEL DESIGN AND PACING
The final step was to build small levels based on the existing skill mechanics. These levels served as transitions between battles, helping players master their abilities and balancing the game's pacing.


THE OUTCOME

System Design

1.Designed a fast-paced combat system for an action game, featuring combo attacks, branching attacks, aerial combat, and skill executions.

Character Design

2.Created a fully playable character, including combo design, state machine setup, 3C adjustments (Character, Camera, Controls), and combat feel optimization.

Enemy Design

3.Designed three distinct enemy types, including their skill sets, state machines, and AI behaviors configured using Behavior Trees.