Malisense

A 2D top-down dungeon crawler game where players fight to restore what was taken.

Malisense is developed by Game Design and Art Collaboration (GDA), a student-based game development organization at UC Santa Cruz.

Set in a world consumed by the Malignance, a powerful entity that has stripped its victims of their senses, you play as the Disgraced, one of the last survivors struggling to reclaim your home. Navigate a ruined village where former villagers have been transformed into sense-bound beasts, solve environmental puzzles, and seek out sacred artifacts to restore what was lost.

My role as Design Lead was to craft an engaging and immersive player experience, ensuring every interaction, puzzle, and environment told a story.


Type
Game developed by GDA

Team
60+ student developers

Timeline
Jan 2024 - June 2024

Role
Design Lead

Methods
UI/UX Design, Wireframing, Prototyping

Tools
Unity, Excalidraw, Figma, Google Docs

Designing the Player’s Journey: Scene Flow and Gameplay Loop

scene flow

Overall scene flow of the game.

Core gameplay loop.

Controls Design

Controls guideline for the game.

Village Design: Building a World That Tells a Story

Reference: Darkest Dungeon

Brainstorm

Brainstorm of the village layout using whiteboard.

Early village screen.

Dungeon and Puzzle Design: Challenging the Players

Floor 1

Overall layout of Dungeon Floor 1.

Legend/Key and format of the layout.

Main layout of Floor 1.

Floor 2

Overall layout of Floor 2.

Legend/Key of Floor 2.

Sample room designs of Floor 2.

Challenges & Solutions: Playtests and Iterations

As a Design Lead, I had to moderate many, many playtests. I believe the key to ultimately making a good game is playtesting, and I got to do just that from the first prototype of the game to the finalized iteration.

Now It’s Your Turn: Play the game!

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HCI Research Paper: Game Balance

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Class Project: DiverseGamer