Jonas K. Pastoors

Iron Harvest

 

Project Information

ABOUT:

Iron Harvest is a dieselpunk-style real-time strategy game, set in Jakub Różalski’s “World of 1920+”. It is heavily inspired by Company of Heroes and scheduled to be released in September 2020.

TIME ON THE PROJECT: 4 months (2018)

STUDIO: King Art Games

TEAM SIZE: 33

TECHNOLOGY: Unity

 

RESPONSIBILITIES:

- Researching and presenting proposed features

- Creating concepts and proposals for new features

- Documenting design decisions in the in-house wiki


Work Process

Before approaching a new problem, I break it down into smaller chunks. Afterwards, I discuss my ideas with my colleagues to get feedback for further iteration.

 

Concepts and Documentation

To develop concepts and then present them to my team, I use flowcharts and dependency-diagrams.

 

Concept Mock-ups

I use Adobe Illustrator, Inkscape, and Google Tables to create visual mock-ups to better convey my ideas.


Maze Slaughter

 

Project Information

ABOUT:

Maze Slaughter is a first-person roguelike shooter, inspired by the Doom-series.

TIME ON THE PROJECT: 10 months (2019-2020)

STUDIO: Giant Gun Games

TEAM SIZE: 14

TECHNOLOGY: Unreal Engine 4

 

RESPONSIBILITIES:

- Developing player profiles and defining a core target group

- Researching and designing new features

- Preparing pitches to present to potential publishers


Defining the Core

Before creating game design concepts, in this case a basis needed to be created to inform these decisions. I translated my ideas about the game into accessible graphics to present to the team.

 

Simplification and Presentation

After completing research tasks, I break down my findings in an accessible manner and then present solutions on that basis.


 Achievements and Results

 

- Maze Slaughter was presented at Quo Vadis, 2019, in Berlin

- Maze Slaughter is still in development


 Eagles vs Rattlers

 

Project Information

 

ABOUT:

Eagles vs Rattlers is a research game used to measure intergroup empathy bias in players. It was based on existing research designs, but gameplay features were added to examine the phenomenon in a gaming context.

DURATION: 4 months (2020-2019)

TEAM SIZE: 1

TECHNOLOGY: Unreal Engine 4

RESPONSIBILITIES:

- Translating a research set-up into game mechanics

- Adapting an existing research design into Unreal Engine

- Scripting logic with Unreal 4’s blueprints

- Asset creation using Adobe Illustrator


Logic and Blueprints

To implement the gameplay logic, as well as everything required to generate, track, and measure data, I utilized Unreal’s blueprints in this project.

 

Prototyping

To allow for easy iteration, I prototype important gameplay systems. For example, I utilize a pen & paper prototype to quickly identify design flaws and change the gameloop accordingly. Usually only after having examined my concepts through these inexpensive means, i begin translating them into the engine.

 

Custom Assets

To illustrate the game I used both preexisting, as well as custom made assets. To create visuals (like those shown below), I utilized Adobe Illustrator and then relied on Unreal materials to give them the right color and properties.


 The Blue Father

 

Project Information

ABOUT:

The Blue Father is a narrative-driven mod prototype created with CD Projekt RED’s REDkit for The Witcher 2: Assassins of Kings.

TIME ON THE PROJECT: 4 months (2017-2018)

TEAM SIZE: 1

TECHNOLOGY: REDkit (Modding tool for The Witcher 2: Assassins of Kings; Maya 2018)

RESPONSIBILITIES:

- Creation of a narrative outline for story, characters and dialogues

- Scripting logic and events

- Staging scenes, dialogues and character interactions

- Creating prototypical visuals to make a front to back walkthrough possible


Conception/Ideation

Before investing time and resources into executing concepts in the engine, I take notes about my characters, world, and themes on paper.

For narrative tasks, I plan the different beats of my story and what spatial context to put them in beforehand.

 

Planning Characters and Story

After having developed my ideas sufficiently on paper, I create diagrams to get an overview of my story. On this basis, I design more complicated systems, like a way to pace my story-beats.

 

Creating the Environment

In the next step, I proceede to create the rest of the environment based on my plans. Afterwards, I begin to fill my interior of the block-out with assets, to simulate how a finished product would work.

 

Scripting the Logic

To implement the logic for all my previously defined story-beats, I used REDkit’s scripting tool in this case. I used the tool to define the effects of all dialogue options and adjusted the desired specifics of combat encounters.

 

Staging Dialogue

To write and implement all dialogue-options I used another of REDkit’s scripting tools. It also allowed me to direct the look of my scenes, as well as their timing.