Eduard Minguell
I'm Eduard Minguell and I had the luck to be a part of the design team at Chamfer Studios in the development of Dune: Special Spice Ops. I've always been very analytic with video game design and I enjoyed imagining mechanics and systems but never had the chance to put them to test. This project, however, gave me the possibility to dig into the video game design world and learn many essential skills to benefit my personal development.
Background
About Me
I have always been a person interested on how things work related to one another, system behaviours and logical analysis. That passion was transferred to my love for video games led to me being interested in this sector since I was young. During the years, I had few chances to fully involve myself in the industry but the few experiences I had woke up my love for programming and design. From there, I did some exploration and developed few but surprisingly good small projects in my opinion for my level at that time.
It wasn't until starting the degree that I really started to dig into the sector and develop my skills. As said before I enjoyed both programming and design and this project allowed me to polish and learn design aspects while also being able to program and improve my code.
I consider myself a hard working person that tries to polish everything as much as I can. During work, I like the process of thinking about all the aspects that may be influenced by my currrent actions, so I would define myself as really meticulous. Influenced by this, I think comes my facility to synthesize problems.
Life is really simple, but we insist on making it complicated.
- Confucius
Soft Skills
- Hard working
- Analytic
- Autonomous but engaging in groups
- Eager to learn
- Problem solving
- Meticulous and polish-fanatic
- Polivalent
Hard Skills
- Programming languages: C, C#, C++, Dart
- Frameworks: Flutter
- Tools: Unity, Unreal, Photoshop, Blender, Visual Studio, Inkscape, Office.
Experience
Contribution
Project Overview
During the development of the game I had been assigned the role of Designer. Mainly, my job has been focused on mechanics, behaviours and level design. As the project kept developing, I have also been assisting in many aspects of the game apart from my main tasks and gained a strong base knowledge that led to me being more involved in overall supervision and polish.
Main Tasks
Character Behaviours
I was in charge of developing and concising all the different behaviours that characters could do in our game. This involved defining the actions, the abilities and the interaction of it all according to the enemies. Before developing any of it I did a study on the same genre top games such as Shadow Tactics or Commandos.
Level Design: Rabban's Palace
After some approaches to this level, my job was to merge it all into the final level and design what would be the final level of the game, where the player encounters Rabban. I did some research on level design beforehand to develop a basic workflow that would make things easier when designing the final level.
References
Analyze the previous approaches to get their feeling and use it in the development of the final level. Decide approaches on target level length, objectives and introduced enemies or mechanics.
Building Approach | Yard Approach |
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Bubble Diagram and Level Design
Develop a bubble diagram to visualize the overall feeling of the areas, get a better understanding of the objectives and areas connections and overall give a great base when starting to do the final precise design. Level Design got done after that and gave many options to the player as many aspects of the gameplay where kept in mind during the process.
Bubble Diagram | Level Design |
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Unity Clone for Playtesting
As the development of the game was advancing, due to some difficulties on the engine's progress our work got slowed down. We were getting near the part of playtesting and we wouldn't be able to do it at the current situation. That's why, me and my colleague Aitor Álvarez, were assigned to develop a replica of the gameplay idea that we had developed in order to be able to start the playtesting. This clone added all base interactions and ended up being a great tool for playtesting and deciding values, apart from making things visible and helping in the communication with the Programming Department.
SFX Implementation
I was in charge of implementing all the sound effects of the game. My job consisted in getting all effects and normalize them before adding them to the engine. Once that was done, I had to implement their calls in the code.
Secondary Tasks
Blockout Iterations
I was in charge of iterating over the blockouts for the First Level and on one of the first approaches to the later reworked Rabban's Palace. Iterating meant making changes in the design according to gameplay and approximating assets to give the Artist Department a better feel of the level.
Playtesting
In the last part of the project, almost the entirety of the Designer Department were in charge of playtesting. This meant iterating and deciding values or major changes like gameplay mechanics or level design changes.
Coordination
My personal relationship with one of my colleagues, Oscar Cuatrecasas, gave me the possibility to be more in touch with the Programming Department. As him being one of the main programmers we've been able to address major problems and get a better vision on the overall development.
Projects
In this section you will be able to see some of the projects I worked in during the last years.
Dune: Special Spice Ops (Unity Copy)
This is our game's clone made with the help of my already mentioned colleague Aitor Álvarez. I'm very proud of our work due to its complexity for the relative small time that we had to develop it.
Level 1 Top View | Gameplay |
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Ability Example | Character Omozra |
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Enemy Detection | Enemies Showcase |
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Virtual Guy
A simple platformer developed for our second year of studies for the Game Development 1 subject. It was developed by Oscar Cuatrecasas, Martí Davicino and, of course, me.
Pengo
I would like to highlight this project as it was the first great project that we worked in groups and I got so much learning out of it. Our goal was to replicate the already existing video game Pengo. This was developed by Telmo Beroiz, Andrés Sánchez, Oscar Cuatrecasas and, of course, me.