Slime Hunter
Industry
Gaming
Team
Studio Bounce
Role
Creative Director, Game Designer & UI/UX Designer
Project Timeline
4 months
Slime Hunter is a 3D Top-Down Action RPG with the goal of integrating a deep narrative world with an accessible yet challenging gameplay loop. Slimeria is a fantasy world where Slimes are the primary fauna and define both the environment and the culture. The Slime Hunter takes the stand to fight off the dangerous populations of slimes using a host of weapons and spells.
Slime Hunter is a 3D Top-Down Action RPG with the goal of integrating a deep narrative world with an accessible yet challenging gameplay loop. Slimeria is a fantasy world where Slimes are the primary fauna and define both the environment and the culture. The Slime Hunter takes the stand to fight off the dangerous populations of slimes using a host of weapons and spells.
Slime Hunter is a 3D Top-Down Action RPG with the goal of integrating a deep narrative world with an accessible yet challenging gameplay loop. Slimeria is a fantasy world where Slimes are the primary fauna and define both the environment and the culture. The Slime Hunter takes the stand to fight off the dangerous populations of slimes using a host of weapons and spells.



Overview
Led the game's creative direction, design, and level development, ensuring a cohesive player experience through storytelling, mechanics, and world-building.
Key Contributions
Designed core gameplay systems, including combat, combos, inventory, dialogue, and NPC interactions.
Created story, narrative, quests, and player progression, ensuring gradual onboarding and engagement.
Developed enemy slime designs, boss encounters, player movement, and attack mechanics.
Designed and structured levels, weapons, and environmental pacing.
Team & Collaboration
Worked with 2 programmers, 1 designer, and 1 artist, managing the artist and leading design discussions.
Facilitated weekly updates and daily standups, serving as Scrum Master to maintain development flow.
Challenges & Solutions
Scope Management: Broke the world into regions with dedicated bosses and story arcs for a manageable scale.
Enemy Behavior: Implemented designated zones to balance combat encounters.
Player Progression: Introduced new mechanics gradually through quests and NPC interactions to avoid overwhelming players.
Movement & Combat Balance: Added stamina constraints on dashing and tied it to special attacks for strategic play.
Camera Refinement: Adjusted rotation from 180° to 120° and slowed movement to improve directional clarity.
Itch.io Link
https://studiobounce.itch.io/slime-hunter-studio-bounce
Overview
Led the game's creative direction, design, and level development, ensuring a cohesive player experience through storytelling, mechanics, and world-building.
Key Contributions
Designed core gameplay systems, including combat, combos, inventory, dialogue, and NPC interactions.
Created story, narrative, quests, and player progression, ensuring gradual onboarding and engagement.
Developed enemy slime designs, boss encounters, player movement, and attack mechanics.
Designed and structured levels, weapons, and environmental pacing.
Team & Collaboration
Worked with 2 programmers, 1 designer, and 1 artist, managing the artist and leading design discussions.
Facilitated weekly updates and daily standups, serving as Scrum Master to maintain development flow.
Challenges & Solutions
Scope Management: Broke the world into regions with dedicated bosses and story arcs for a manageable scale.
Enemy Behavior: Implemented designated zones to balance combat encounters.
Player Progression: Introduced new mechanics gradually through quests and NPC interactions to avoid overwhelming players.
Movement & Combat Balance: Added stamina constraints on dashing and tied it to special attacks for strategic play.
Camera Refinement: Adjusted rotation from 180° to 120° and slowed movement to improve directional clarity.
Itch.io Link
https://studiobounce.itch.io/slime-hunter-studio-bounce







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