Oddsparks: An Automation Adventure

Project Summary

Build, quest and discover in Oddsparks: An Automation Adventure! Design automated workshops where your odd and adorable Sparks can carry and craft everything, including each other. Lead your squad of Sparks into combat. Explore a strange fantasy world, in single player or online co-op. Unearth the ancient mystery of the Sparks!

Team
Year

2024 (Early Access)

Genre

Automation, Adventure, Simulation, Multiplayer

Project Type

Commercial

Platforms

PC, PS5, Xbox

My Contributions

Summary

  • Design procedural world generation and POI placement, to drive engaging exploration in a cohesive game world.
  • Balance player progression and quest flow, enhancing game pacing and retention.
  • Design and iterate on features and contents, refining UX across PC and consoles.
  • Set up world logic to distribute biomes and cells.
  • Designed and distributed in-game assets to ensure consistent world generation across seeds.
  • Designed and placed Spark Shrines as open-world levels, integrating them with the narrative.
  • Collaborate with artists to ensure affordances for world generation assets
  • Designed and distributed environmental challenges and enemy spawners.
  • Distributed resources to optimize game flow.
  • Implemented and balanced loot drops.
  • Designed and implemented a tutorial system and quests to create an optimal entry threshold for both – new and experienced player.
  • Designed the system for in-game village development and progression-based visual changes.
  • Collaborated with Lead Designer and Creative Director on quest and progression design and balancing.
  • Led development of the console demo adaptation for PS5 and Xbox, ensuring cross-platform consistency.
  • Designed in-game shops connected to the recycling system to manage in-game production overflow.
  • Improved Build Tool UX, including the design of Build Presets.
  • Combat and Enemy Design for the Woodland and Mountain Biomes.
  • Contributed to the design of achievements, customization, and decoration building unlocks.
  • Assisted in balancing building costs, recipes, item burn rates, and shop values, etc.
  • Organized playtesting and synthesized feedback into actionable points.
  • Supported Lead Designer in updating and setting up localizations.
  • Supported QA to ensure game quality throughout development.
  • Proactively planned, organized, and documented features and content, streamlining task distribution to support agile development and ensure on-time delivery.

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