Overview

Talon’s Blade is a third-person action-adventure game set in a medieval dark fantasy world stricken by war and betrayal. It features a unique direction-based combat system that uses player inputs to determine the direction of the character’s attacks, blocks, and parries. It is a single-player, narrative-driven experience that follows the last surviving member of a league of Imperial assassins, called the Talons, on his quest for vengeance. Someone close to the Emperor has betrayed the Talons, resulting in their near total annihilation.
Preproduction for Talon’s Blade began during the spring of 2021. I worked as the lead designer and director of Talon’s Blade through its release in May of 2025.

Credits: Robert Reckowsky, Jack Holt, Bryce Hui, Trudy Townsend, Christian Standiford, Hannah Garcia


Titles such as For Honor and Kingdom Come: Deliverance inspired the core combat of Talon’s Blade. The starting point for the game design was the direction-based combat system. A system that relies on the directional inputs of the player to determine the direction the character attacks or defends. I knew I wanted the world of Talon’s Blade to be a place of powerful magical forces, so one of the challenges was crafting a magic system that synergized well with the melee combat system. From there, it was a matter of building out the supporting systems, such as the dialog, questing, and progression systems, that would keep the story and gameplay engaging throughout the player’s experience.

Direction-Based Melee Combat:

The goal of the Talon’s Blade combat system is to create fluid, immersive, and grounded fight sequences. The idea of direction-based combat greatly inspired me when I designed the combat of Talon’s Blade. Allowing the player to decide the direction of their strikes and blocks provides them with a greater level of control over their character. At the same time, enemies have this new degree of freedom and threat. This additional degree of freedom provided to players and enemies can result in a more immersive and grounded combat experience.

Combo Activated Magic:

I wanted the world of Talon’s Blade to be a magical one, so I worked on making a magic system to complement the game’s core combat system. I didn’t want the magic to be a separate way of fighting, but rather something that blended with the already existing directional combat to add a new dimension to it. To this end, I based the magic system on player melee combos. As the player increases their combo counter by attacking, they can turn that combo into powerful spells. The higher the combo, the more powerful the spell becomes once cast as a combo finisher.

Quest & Narrative:

I built the quest and narrative design of Talon’s Blade upon the idea that players progress linearly through a series of non-linear levels. Each level would have an overarching main task that the player could choose to complete at any time, surrounded by smaller side objectives. These optional side objectives are part of the broader narrative of a level and can provide a boon that aids the player in completing the main objective. Completion of specific side objectives, such as character quests and rescue missions, can have an impact on future levels.

Equipment:

I wanted equipment and resources to serve as direct rewards for completing missions and exploration, and also as a means of player progression. There are eighteen unique weapons and eighteen unique armor sets that the player can discover. As the player progresses through the game, they will uncover new pieces of equipment that are specialized to face some foes or provide statistical trade-offs that can influence play style. In addition to combat equipment, the player can also find alchemical ingredients that are used to brew useful potions to aid in combat and exploration.


Talon’s Blade has seven levels that the player travels through sequentially. Each level serves a different narrative and gameplay purpose. Some levels have a more linear structure that lends itself to a tighter, more focused experience, both gameplay and narrative. These levels add a sense of urgency and increase the pace of the story. The expansive, semi-open levels allow the player to explore both the world and the gameplay systems. The open levels serve to slow things down. They encourage the player to take their time and prepare before the more intense linear sections.

Paper Design:

When I began developing Talon’s Blade, I struggled to determine how to display meaningful height information for a continuous landscape, and at the time, my ambition outpaced my ability. With more experience, I would solve the problem of displaying height data on a landscape by utilizing contour lines and color shading to represent both elevation gradients and non-traversable areas. Point of interest symbols provide at-a-glance information on content density and context. Critical paths through the levels are marked out, as well as the start and end points of the level.

White Boxing:

White boxing is a critical step and serves as the bones of my level design process. Laying out an environment in 3D space without any art assets allowed me to take in the space and dimension of an environment before committing to it by adding art and scripting. The iterative process of white boxing and paper design was crucial to the development of Talon’s Blade. During the creation of the fifth level, after exploring the level’s white box, I found that the flow and progression of the level were better if the player entered a dungeon after going through an open space rather than before.

Scripting:

Once the bones of a space are in place, I can go through and start adding the scripting. At this stage, the system functionality of the level is fleshed out. Quests and critical systems, such as doors or elevators, are added. I also work on enemy placement and encounter building during this step. Tweaking spaces and asset positions to work with each other to build out encounters and points of interest. I’ll also add any puzzles or environmental interactions during this step, such as kill barriers, save points, or NPCs.

Art Pass:

After the bones and flesh of a level are in place, I work on adding the skin. This process involved placing art assets to correspond with the white box and maintain the design decision made in earlier stages. To me, art passes are an iterative process. I will build out the art of a level in stages. I allow each stage to influence the other stages. Once I have a level looking the way I want it to look, I’ll make sure to optimize it for my target platform and 60 frames per second.