Technical Designer - Combat Systems
Specializing in Systemic Expression for the Player and the Systems around them
Looking for junior combat or technical design work
Remote or Denver Metro Area
lance.starkie@gmail.com
Hey there, I'm Lance! 👋
How would you describe your passion for technical design in the context of player and NPC expression?
What are your main goals as a technical designer focused on player and NPC expression?
Can you highlight some tools or systems you have developed that enhance player or NPC expression?
How have your programming skills (Python, GDScript, Godot game engine) contributed to your specialization?
I'm ready to collaborate and bring ideas into reality!
My Work
Dashwalk Dueling
(Godot 3, GDscript)
Solo developed platform fighter releasing on Steam next year (2023)
Dashwalk Dueling is a captivating movement-focused platform fighter that I single-handedly developed. Through intricate grounded movement, fast-paced combat, and expressive combo routes, players can immerse themselves in a pixel-art world where every stray hit can be converted into a finishing blow.
In designing the combo system, I introduced innovative features like the crumple and crumple break mechanics. These mechanics enhance player experience by enabling more expressive combos when landing a strong combo starter. Crumple freezes the player in the air, creating hitstop, which seamlessly flows into the next hits' hitstun. The crumple system naturally adapts and extends combos, enhancing the overall gameplay.
Parrying is designed for fast-paced play, even for defensive players. It is done by releasing the poke button, so it is inherently tied to applying pressure to the opponent. All parry states are cancellable into movement to maintain the game's fast-paced grounded play.
Blocking is done by crouching. Blocking reduces hitstun and knockback to allow you to punish your opponent. Only eliminating a portion of the knockback prevents long block strings where the blocker is stuck blocking in place.
Responsibilities
Crafted responsive input handling that rewards precise timing with increased combo potential.
Implemented fixed-point deterministic physics, ensuring stable and accurate gameplay.
Leveraged David Snopek's fixed-point physics and rollback netcode Godot modules for determinism and online play
Developed an in-game training mode with comprehensive tools for both development and combat system exploration.
Designed and implemented the modular UI system, enhancing the user experience and visual appeal. - See it in Action
Game Jams (Godot 3, GDscript)
Tactical Fishing - Reactive Fish AI
In Tactical Fishing, I designed an immersive gameplay experience centered around hunger and scarcity. By implementing reactive boids, I dynamically varied the availability of food, creating a constant challenge for players to survive.
In the jam, I rapidly prototyped and decided on a tiling system to speed up development. Boids were optimized through research and careful consideration of my code. The result was a game that dynamically shifts between periods of abundance and scarcity, challenging the player to constantly push to survive.
Lucifer - 2D "Push Forward" Combat
In Lone King, I reimagined chess as a soft-horror dungeon-crawling experience. Each piece's movement patterns were translated into a large maze-like map, adding depth and challenge to the gameplay.
To create a sense of constant pressure and danger, I designed the enemy pieces to travel directly from specific points in adjacent rooms to swarm the player. This behind-the-scenes system keeps players engaged and on their toes as they collect their fallen allies.
Lone King - Enemy Coherent Traversal System
An interpretation of chess into a unique soft-horror dungeon crawling experience with a large maze-like map designed for each piece's movement patterns.
The player is swarmed by more and more enemy pieces as they collect their fallen allies. Behind the scenes, the enemies will travel directly from specific points in rooms adjacent to the player to apply constant pressure on the player and keep the enemies feeling dangerous.
Boss Fight - Adaptive Music
For Boss Fight, I faced the challenge of limited time and focused on optimizing the basic look. I developed a simple space shooter that relied on constant movement and restricted player control for an engaging experience.
To enhance the intensity and immersion, I incorporated adaptive music that dynamically changes based on the boss phase, difficulty level, and game state. I also fine-tuned the difficulty and added lives to the hard mode, providing players with a more challenging experience.
Game Jam Responsibilities
Collaborated closely with teams in game jams, such as the project "Gibbon Time."
Showcased advanced NPC behavior across various projects.
Demonstrated expertise in creating adaptive music for games like "Go to War," "Lone King," and "Impact Tower."
Successfully collaborated with a pixel artist in "Tactical Fishing."
Implemented interactive BOIDs to achieve realistic and dynamic fish behavior in "Tactical Fishing."
Utilized techniques to enhance the juiciness and polish of games across projects.
More About Me
What do I do?
As a technical designer, I excel at building scalable and navigable systems that bring designers' visions to life. I specialize in combat system design, input processing, and developing powerful tools for designers. Joining your team, I can contribute by developing editor tooling, integrating UI elements, and designing fundamental combat systems.
What have I made?
I have proudly developed Dashwalk Dueling, an upcoming super-technical platform fighter in the Godot Engine. Additionally, I have released several short games on itch.io for various game jams, showcasing my versatility and creativity. Outside of game development, I have also worked on small software projects predominantly in Python, including a board game with an AI opponent using the minimax algorithm. Furthermore, I developed a visualizer in Godot for the board game.
How did I get started?
My journey began in 2013 when my brother introduced me to programming. Since then, I have honed my skills in Python and GDScript, delving into various other languages and tools along the way. My passion for game design was sparked by my love for fighting games, which led me to develop as a designer through multiple game jams and my ongoing project, Dashwalk Dueling.
What games do I love?
I have a passion for fighting games and expressive combat systems! Otherwise, roguelikes, colony management games, and first-person shooters are some of my favorite genres.
Contact
As a technical designer and AI specialist, I strive to connect with fellow developers to create games and tools that make a positive impact on the world. With a strong foundation in combat design, AI systems, and game mechanics, I bring a unique blend of creativity and technical expertise to every project. Let's collaborate to craft immersive and engaging experiences that leave a lasting impression.