Skip to content
Yiorgos Bereveskos

Yiorgos Bereveskos

  • Portfolio
    • Directional Combat
    • Card Battler
    • Shooter/Slasher
    • Platformer Shooter
  • Process
  • About & Resume

Lost Machines
2.5-D Shooter / Slasher

Lost Machines is a linear 2.5-D platformer set in a post-apocalyptic world where humanity has died out. The gameplay combined platforming, bullet hell shooting, and up-close melee attacks. This is a solo project I ideated, designed, and developed for Soulware in 2020 and was released in early 2021.

Project Status

Released Q1 2021
Platform – Itch.io

Roles

Gameplay Designer
Level Designer
Gameplay Programmer


Combat Actions

In Lost Machines, the player has access to a ranged weapon that can either be aimed manually or target-locked to the nearest hostile enemy. The character’s sword deals significantly more damage, but puts the character at a higher risk of taking damage from enemy projectiles. Power-ups can provide the player with new offense and defense capabilities.

Shooting

Ranged Attack Option

Slashing

Melee Attack Option

Parrying

Active Defensive Upgrage,

Over Shield

Passive Defensive Upgrade

Time Slow

Tactical Upgrade


Combat Breakdown

The primary combat system was designed in around a pseudo-stealth system. Basic enemies would check if the player was within a certain proximity to them.

Once detected the player had a brief window, before it started attacking, during which time it was vulnerable to the player’s sword attack.

I designed the system to encourage player aggression against basic enemies by rewarding the player for closing the distance before an enemy was fully ready.

  • Shooting
  • Slashing
  • Parrying
  • Over Shield
  • Time Slow

Paper Design

I designed the enemies, platform types, and boss designs on paper first. I concepted their visual style and gameplay identity during a preproduction phase.

Enemy Design

I designed, modelled, animated, and programmed 6 standard enemies, each with their own identity, weaknesses, and attack patterns.

Some were designed to reward aggressive action by having a vulnerability window when the player first encountered them. Others encouraged the use of a mixture of tactics as the enemy progressed through its attack pattern.

  • Patientia (Patience)
  • Caritas (Charity)
  • Diligentia (Diligence)
  • EVE
  • Humilitas (Humility)
  • Castitas (Chastity)
  • Temperantia (Temperance)
  • Humanitas (Kindness)
  • Eve
  • Paper Design: Patientia (Patience)
  • Paper Design: Caritas (Greed)
  • Paper Design: Diligentia (Diligence)
  • Paper Design: EVE
  • Paper Design: Humilitas (Humility)
  • Paper Design: Castitas (Chastity)
  • Paper Design: Temperantia (Temperance)
  • Paper Design: Humanitas (Kindness)

Boss Design

I designed and developed 9 unique boss encounters for Lost Machines. Each boss fight had a distinct identity and mechanics, making each one a high-stakes puzzle to solve.

I borrowed inspiration from the concepts of the seven deadly sins and seven heavenly virtues when creating many of the bosses. It was an interesting challenge to tie the solution to each fight to the nature of the virtue and vice the boss was meant to emulate.  

Player Character Design

I created the preliminary designs for the main player character on paper, then used Autodesk Maya to craft the character model, control rig, and animations.

I decided on a pull body roll for the melee attack to trace out the arc of a collision sphere, allowing for a wide and effective melee strike.

I designed the movement and combat abilities in parallel to designing the look and aesthetic of the character.

Resume

LinkedIn

  • https://www.linkedin.com/in/bereveskos2022/

Email

  • ybereves@gmail.com

Blog at WordPress.com.

Loading Comments...
  • Yiorgos Bereveskos
    Copy shortlinkView post in Reader
    Manage subscriptionsSign upLog in
    Report this content
    Collapse this bar