Cults of Praywood

Highlights
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School project
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Online multyplayer game
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RTS
Context
Cults of Praywood is an online real-time strategy PC game for 4 players, developed in collaboration with 34BigThings. This game was the final project delivered at the end of my game development course at the Digital Bors Game Academy of Milan and won the “Most Fun“ award.
The core concept of the game is an experience of cooperation and competition: there are two teams, and allied players need to collaborate, but there is only one winner.
Trailer
Gameplay
My role
As lead designer, my main contributions have been:
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Design department organization and supervision.
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Creative direction.
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Desired game experience.
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Game loops.
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Game rules.
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Gameplay mechanics and dynamics.
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Systemic interaction.
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Definition and balancing of the divinities’ abilities.
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Definition and balancing of the upgrades of the totems.
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Map structure, cultists movement, and conquest/conflict management.
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UI design and in-engine implementation.
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UX, visual feedback and readability.
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Audio design.
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Documentation writing, management and polishing.
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Project nomenclature maintenance.
Tools I used
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Unity
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Git
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Miro
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Google Drive
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C#
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Visual Studio
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HacknPlan
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Agantty
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Photoshop
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Affinity Designer
Design process
Pre-production
First, we did a preliminary brainstorming with the entire team (including the other departments) to see which ideas could best fit the constraints imposed by the client.
Once we had identified the idea of a multiplayer god game, we carried out brainstorming that was reserved only for the design department and aimed at collecting the elements necessary to define the macro design.
Then, we started working on the actual macro design: keeping in mind the game experience we had set ourselves (mixed cooperation with competition), we chose the final goal of the game and the victory conditions. We also had to consider the main requirement given by our commissioners:
We proceeded with the definition of general loops that would give an increasing and alternating flow.
In the meantime, we realized that our game needed only one resource (mana) and that players would interact on the map by sending cultists, who would conquer territories (obviously many other solutions have been evaluated and discarded).
We quickly realized that the totem linking mechanics (which we had yet to properly define) had great potential.
Once we had matured the general loop, we gradually went into detail with more and more particular loops.
At this point, we pitched the game to the clients and teachers, who were slightly worried about the complexity predicted by the premises (in particular for the issue of online multiplayer for 4 players).​​


Production (beginning to alpha)
Now that we had the macro design in our hands, we focused on translating game loops into actual mechanics.
This step represented an interesting challenge and it was then that we realized that something more was needed to give solidity, meaning, and personality to the action of the players. This is how the totems were born: stable elements that transformed the progress of the players into concretizations of power, threatening the adversaries.
At this point, we were finally ready to start prototyping. At first, we proceeded to develop a “paper” version of the game (I put the word “paper” in quotes because back then we were working remotely due to Covid, so we used a board game simulator for PC).
Meanwhile, the programmers had begun to implement an early version of the map with territories that could be conquered by the cultists.
From this moment until the end of the alpha phase, we continued to iterate on defining mechanics and combining them into dynamics, providing clear documents and following the programmers step by step.
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Production (alpha to beta)
We have concluded the alpha and started the beta production phase with all the features included in the prototype.
Only one aspect had not yet been implemented: the abilities of the deities. We waited for the beta to insert the skills, as we wanted to test as much as possible the game elements we had put together to be sure to ask the other departments something precise and as definitive as possible: we knew that the abilities, being very different from each other, they would have required a lot of time and specific effort, they were features that required elements that we could not reuse elsewhere.
In the beta phase, we worked mainly on UX (feedback and readability).
In this respect, we had to face a big problem: we had decided to populate the map with 3D models of themed buildings, but that made the game really unclear.
I quickly realized that a bold solution was needed to solve this problem: I proposed to take the models off the map altogether. Armed with all possible soft skills, I communicated the matter to the artists, who proved to be sympathetic. This move turned out to be a success: now the game was much more understandable.
We managed to deliver a completely visually changed beta version: no more models on the map, no more camera movement, and an almost final UI. The result surprised both the clients and the teachers.


Production (beta to release)
The period between the beta and the release is the one in which we divided the tasks the most: part of the designers worked on the tutorial and part on UI and UX.
As a department lead, I followed both, even if I only agreed on the structure of the tutorial in advance, and offered some suggestions in the course of development.
While concerning UI and UX, I have dealt almost entirely with the former and have worked intensely on the latter together with my teammates.
In the last part of the production, we all worked hard on the elements of UX (shaders, particle effects, audio, more intuitive and comfortable input systems, etc.) in very close contact with the other departments: our game had a lot of things happening at the same time and originating from the action of four different players.
The final result was surprising: those who tried our game could understand it with just one game and immediately wanted a new match.
The client and the teachers assigned us the “Most Fun Game” award and congratulated our team for overcoming a difficult challenge with excellent results.
Post-production
We released the game on Itch.io, you can find it on itch.io!



The team I worked with
The team I worked with
DESIGN
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Andrea Miglietta (team leader)
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Marco Iacoianni (lead designer)
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Gabriele Rinaldini
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Omar Depriori
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Matteo Sassone
PROGRAMMING
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Tommaso Malossi (lead programmer)
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Raffaele Tolusso
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Gino Valerio
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Enrico Mari
CONCEPT ART
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Eleonora Fristachi (lead concept artist)
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Alberto Venanzi
3D ART
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Salvatore d’Angelo (lead 3D artist)
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Laura Bruno
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Luca Colaneri