Steampunk Shinobi

In Steampunk Shinobi, dive into a cursed Steampunk feudal Japan where two clans clash in an eternal battle of technology vs. magic.

Client

Vagabond Interactive
2023 – 2024

ROLE

Narrative Designer & Level Designer

Technology

Unity, Perforce, Jira, Google Suite

Steampunk Shinobi (SPS) was a dark roguelike 3D action RPG in early development which followed a lineage of shinobi in their battle to end the eternal war plaguing their land. Gameplay was divided into a hub map – the HQ – and missions. In the Shinobi HQ, players first chose an heir from three randomly generated Shinobi. Like Rogue Legacy, each heir had random conditions (like “Colorblind” or “Sociopath”) that would affect play. After selecting an heir, players could spend resources to improve the Shinobi’s HQ, a permanent progression unlocking new stealth & movement abilities, classes, and gameplay modifiers. In addition to changing their loadout and practicing moves, players could also read a newspaper detailing world changes that happened between runs. Looted equipment could be banked at HQ, but equipment only increased in power if worn into the field, where it could be lost. Leaving the HQ started the next run.

Each run, or mission, saw the player sneak and fight their way past enemies and avoid/exploit traps with the goal of crossing the world map and killing the enemy leader. Expanding on the ninja theme, AI jump meshes ensured enemies jumped onto trains and buildings, stealing scrolls unlocked new combat skills, and equipment could be looted from enemies and treasure chests. While regions on the world map were fixed, region maps were procedurally generated from map modules. Once generated, these regions changed state between runs; for example, if the player saves a town, then it would grow into a city next run, but if the player failed, the town would fall into ruin and become a bandit camp instead. Regions were also affected by the frontlines shifting back and forth between runs. These changes affected region appearance and enemy, trap, and shop spawn frequencies. Unfortunately, the game was pitched during a year of reduced investment and layoffs, and despite a warm reception of the prototype, the game was ultimately cancelled.

Responsibilities

I managed the entire game narrative under minimal oversight, interwove the narrative with gameplay systems, and pitched enemies, equipment, and skills. I also designed game levels and their modules, documented required assets, and set AI jump meshes to ensure the AI would hound the player relentlessly. Quick prototyping and continuous iteration were key to ensure levels, gameplay systems, and narrative all worked together and rewarded fun, aggressive play.

Narrative

Wrote game narrative that continued across multiple playthroughs
Crafted five plot critical NPCs and the narrative connections to gameplay elements
Penned world lore and bloody history drawing from Japanese influences

Level Design

Designed fifty modules working in a dynamic level generator
Created varied gameplay opportunities within tight constraints
Tweaked level generator to support contiguous roads
Optimized levels and prefabs for speed and scale
Prototyped block outs and set combat encounters

Game Design

Crafted the game’s four factions, each with unique enemy types
Planned HQ layout and permanent progression upgrades
Created forty enemy types that synergized with each other
Designed equipment, hazards, stealth, and skill systems
Pitched major and minor game mechanics

Steampunk Shinobi Screenshots

Team

I had the pleasure of working with Vagabond Interactive to bring Steampunk Shinobi to life:

Producers

Emmanuel “Uman” Floret – Producer / Game Director
Nicolas Desrochers – Co-Producer

Leads

Emmanuel “Uman” Floret – Design Lead
Johan Balan – Art Team Lead
Vitor Guga – Technical Team Lead

Design Team

Emmanuel Floret – Director & Design Lead
Michael Morris-O’Connor – Narrative Designer & Level Designer

Elias Kemmiri – Junior Game/Level Designer
Philippe Marion – Junior Game Designer

Audio Team

Samer Doghman – Composer & Audio Designer

Technical Team

Vitor Guga – Technical Team Lead
Gabriel Guerra – Senior Programmer

Félix Savard – Programmer
Jonathon McClung – Programmer

Art Team

Johan Balan – Art Team Lead
Daniel “Hyptosis” Harris – Lead Artist

Ina J Travis – Sprite Animator
Irina Chukina – 2D & 3D Artist
Shon Krichevsky – 2D & 3D Artist
‘Quad’ Teerapat Kitjawijit – 3D Artist

Contact Me

If you need more details on my work, or if you wish to discuss narrative design opportunities, then please contact me.

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