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 was a dark roguelike 3D action RPG in early development. SPS follows multiple generations of shinobi in their battle to end the eternal war plaguing their land. In between missions, resources can be spent to upgrade the Shinobi’s equipment, their abilities, and their stats. Using equipment is essential to increase its power. Unfortunately, the game was pitched during a year of reduced investment and layoffs, and 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 the 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 random modules to support contiguous roads
Prototyped block outs and combat encounters

Game Design

Designed the game’s four factions
Created 40 enemy types that synergized with each other
Drafted equipment, hazards, stealth, and skill systems
Pitched major and minor game mechanics

Steampunk Shinobi Screenshots

Team

I have 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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