Game Design Gallery
Super Neon Colosseum
Collaborated with a team designing and documenting the following mechanics.

Aozulon
Context
Outlined the recommended approach for adjusting stats on the heavy-class hover tank.Highlight
It was decided that the vehicle should move more slowly, but deal greater damage and possess high defence.Invite
Please refer to the image above for a visual reference. The tank’s appearance is visually represented.
Crimson Spark
Context
Outlined the recommended approach for adjusting stats on the light-class hover tank.Highlight
It was decided that the vehicle should move more quickly, but deal less damage and possess low defence.Invite
Please refer to the image above for a visual reference. The tank’s appearance is visually represented.
Feel
Context
Integrating pinball-inspired features into the environment’s interactive elements.Highlight
These include winding off-ramps, kinetic bumpers that hurl the player on contact, and angled ramps that send them soaring across the area.Invite
Please refer to the image above for a visual reference. A top-down view of the map reveals purple winding tracks, green circular rebounders, and pink launch lanes marked with arrows. Each component works in unison to evoke a nostalgic arcade feel rooted in the eighties.
Movement
Context
Analysing the omnidirectional movement of the standard hover tank.Highlight
All vehicles shared fundamental traversal mechanics. Each can boost forward, accelerate in any direction, and decelerate to a stop.Invite
Please refer to the image above for a visual reference. There is a brief overview of the original movement system. Many changes have been made to simplify the experience. Boosting is no longer possible in all directions, as it now serves additional functions beyond increasing speed. It can be used to collide with other players to cause damage. Restricting this to forward motion adds a layer of skill, requiring greater precision to line up and execute an effective strike.