Freedom Factory Studios
Playstation 3, Xbox 360, PC
Description:
Kick-Ass 2 is a beat'em up game based on Kick-Ass 2 The Movie by Strike Entertainment. The action takes place a few years after Genovese's death. With Kick-Ass and Hit-Girl out of the business, New York City has been gradually populated by anonymous superheroes that try to follow the steps of the famous Kick-Ass. However, Genovese's son, Red Mist, has decided to form a villain gang and return to the city looking for revenge. Now known as The Motherfucker, he won't stop until he finish those who killed his father.
The game allows players to take control of Kick-Ass and fight against The Motherfucker's mobsters using a variety of combos, special abilities and evasive movements. During the action, players must analyse the situation and use Kick-Ass' abilities wisely, focusing on the most dangerous enemies according to their weapons and typology. Kick-Ass can perform tricky maneuvers to make the combat turn in his favor, such as disarm, counter attack, ground takedown or finishing moves. The dynamic combo system allows players to perform cumulative sequences that have special effects on enemies, such as daze, fear, push or throw.
Besides combat, players must solve some puzzles through levels in order to progress. Levels also contains collectibles such as wifi spots or graffiti that makes exploration an important task during the adventure.
My role:
- Game Designer
- Combat Design
- Character Design
- Boss & Enemy Design
- Level Design
- Sound Design
I was in charge of creating the combat system, working closely with programmers and animators to ensure its successful implementation. This system is based on the way Kick-Ass interacts with his enemies, so each attack animation needs to have its own response animation depending on the result of interaction in the same timeline: impact, dodge, block, counter attack...
In order to get the best game experience, I designed and balanced all character choreography, combos, finishing moves, counter attacks, dodges, disarm and special abilities. It includes Kick-Ass, final bosses and minions.
I designed enemy hierarchy. Each enemy has a specific combat mechanic depending on his typology and weapons, achieving rich and challenging combat encounters.
I also worked on level design, performing level decoration, creating visibility zones, adjusting combat zones, adding matinees and implementing interactive objects.
I also designed and implemented Xbox 360 achievements / PS3 trophies.
Finally, I was the only designer dedicated to edit, mix, process and integrate all SFX both in characters and levels.
Tools used:
- Havok Vision Engine (vForge, vAnimTool, vModelViewer, vResourceViewer)
- Audacity, Adobe Audition CS6
- Sony Vegas Pro 12
- Redmine, Mantis Bug Tracker
- TortoiseSVN
- Word, Excel