PROJECT PULSE
2020 - 2021
Project PULSE takes the innate rhythm elements of Hack 'n' Slash games and pulls them into a thematic world.
Play with your friends and choose characters that represent Melody, Bass, Harmony, and Percussion, fight your way through your city and complete missions to build different musical weapons!
Game of the Year - Finalist
I was responsible for:
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Leading a team of artists, programmers, and fellow designers
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Organizing sprints and communicating with team members to find creative solutions
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Designing and testing rhythm mechanics for engaging combat
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Creating music and sound effects for each instrument, along with programming sound feedback for hitting and missing beats
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Programming UI screens
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Publishing on Steam
Lead Design, Management, Music
Nathan "ZeWei" Malota
Lead Programming, UX Design
Alexander Croom
Art Direction
Naomi Masterson
Tech Art and Programming
Claire Rodriguez
Character Art
Savannah Shuff
Weapon Design
Collin Drilling
Lighting and Environment Art
Chris Spicer
Texture and Environment Art
Jamie Zerillo
Sound Design
Ana Belen Lozan
Harley McCumber
Hyo Kim
Concept Art
Madelin Ahren
Project PULSE Trailer (no intro)
GAME PILLARS
RHYTHM-BASED COMBAT
Combat in this game is based within music and rhythm, with attacks and dashes happening on a rhythm track for each player. This music is always playing, and increases in volume when an enemy is encountered.
Beats in music can be divided in halves, quarters, and more. Each character has their own division to which they attack, with longer divisions (halves) being stronger but less frequent. If hits are timed well in succession, the players can rack up combos for extra damage.
CO-OP TEAMWORK
With each player taking on the role of a musical element, they all have slightly different fighting styles. The Percussion is largely focused on keeping rhythm, the Bass is focused on heavy-hitting attacks, and the Harmony is a fast attacker. Melody is somewhat of an all-around fighter.
Within these roles are different styles of their respective weapons, which change the style of their instrument as well as some slight mechanic changes for strategic choices.
MISSIONS AND REWARDS
Players can choose missions which take them to different places throughout the city, helping citizens in need. As a reward, the players will receive in-game currency (Clefs) which can be used to make stronger weapons/instruments, changing the instrument of their character as well as giving benefits to certain stats.
Project PULSE Gameplay
A PROCEDURAL CITY
The city of Jamford is procedurally generated, which makes for a new experience every time you play!