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Ghost Moon High Noon

By Eerie Trails - 13 members

Role

Lead Designer

About Ghost Moon High Noon:

I am the lead designer on GMHN. I bridge the form of art team and the function of code team to create a game that generates the feelings desired by our director and producer. I am the key bridging point from management to our team by communicating how to create the assets and mechanics our game needs. I manage our design documentation and am in charge of how our mechanics interact with our levels and how they feel in players' hands.

Year - Development time

2023 - 2024, 8 months

Genre

Isometric, Puzzle, Action

Platforms

PC - Steam

OVERVIEW

Ghost Moon High Noon is an isometric Action-Adventure game where you shoot and wrangle ghosts to collect their bounties. The game features 3 levels, a hub area, and a tutorial sequence. There are 13 bosses, 13 NPCs with dialogue changing based on which level you completed, over 30 puzzle and combat encounters, and a number of secret areas to find! Throughout your playthrough you'll collect money that you can spend on additional bullets and a key to open secret areas in the hub.

You can transform into a ghost temporarily, ricochet bullets off walls, redirect a bullet mid-flight, and lasso to move and wrangle objects.

Leadership & Contribution

Being Design Lead

  • Assigning tasks for design team members

  • Measuring the skillsets of design team members to understand who is best for which tasks

  • Ensuring tasks are completed on time, and in a satisfactory condition

  • Working alongside and communicating with art and code teams to ensure we meet our goals

  • Maintaining our design pipeline and ensuring design team meets sprint milestones across a 9 sprint development cycle

  • Maintaining and updating design documentation

  • Designing over 30 puzzle and combat encounters

  • Level mapping, blockouts, and level decoration for 5 levels

  • Creation of some visual effects

  • Concepting and designing the requirements and limits of primary mechanics

  • Concepting and designing unique boss battles for 12 bosses

  • Overseeing Art and scripting implementation in 5 levels

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