
FIGHT. FALL. RISE AGAIN.
Fantasy, synthwave, and combat collide in this VR roguelite
Put on your VR headset and become the Rune Knight, a master of martial weapons like no other.
In Until You Fall, players engage with a choreographed combat system, guiding them to attack, block and dodge their way through a variety of encounters populated by interesting and deadly opponents.
As a rougelite, players are expected to fall in combat…repeatedly. However, with each death comes new knowledge, weapons and permanent upgrades.
So, stand back up, Champion, and return to the fight.
Responsibilities
Project Director & Visionholder for 2 Years, Team of 20+
Project Director
As a combination of Creative Director and Project Manager, I like to describe the day-to-day of this role as “everything and nothing.”
Communicating with Studio Leadership? Yup! Defining gameplay pillars to keep the team focused and on the same track? That too. Interviews with press? Sure! Small content tweaks, ranging from balance changes to bugs? You bet.
Visionholder
Before joining the team, there was already a very strong core combat loop and a very talented group of directors making sure the game part was fun.
My role, then, was to make sure it all came together as a larger whole, defining mid and outer loops, unifying various areas of the game in what would eventually be come Until You Fall.
Various Design Content
Whenever the team needed a little slack picked up, I would be there to help as best I could.
Playtesting, documentation, writing dialogue, iterating on the first time user experience, fixing bugs. Any chance I had to work in-engine was awesome.