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Miscreant Mash

Miscreant Mash Trailer

Screenshots

Project Details

Roles: Game Designer

Genre: Action / RPG / Monster Battler

Team Size: 7 members

Development Time: 1 Month

Tools: Unity - Content implementation

           Figma - Draft UX Designs

           Google Docs - Write Character Sheets

Box Summary

Form a team of 4 creatures known as Miscreants and fight other teams for victory. Mix and match different Miscreants for duel-based combat in a chaotically, casual spin on team-based fighting. 

Assignments / Responsibilities 

  • Design all character abilities and attributes

  • Write attack move descriptions for battles

  • Create UX layouts for menus and battle UI

Full Game Download:

Character and Ability Design:

I was in charge of creating all 8 miscreants. There was no particular constraint and the target game feel was chaos and casual fun. Though many of my initial designs were changed due to time constraints, here's my insight on each character from inception to implementation

Painter Pooch

  • I liked the idea of Sif from Dark Souls being in a monster battler as well as not seeing many mediums using paint as weapons aside from several Kirby villains and Splatoon characters. I planned for him to have a risk reward system where certain moves can render them useless for several turns in exchange for high damage output, meaning you either win as a glass cannon or become a sitting duck. The final product allows PP to be a well balanced fighter with no unusual gimmicks

Crustaceous Crab

  • I liked the irony of a crab being a chef for comedic effect, drawing inspiration from Mr. Krabs from Spongebob. I felt giving him cooking moves based off chef tools and attire would be interesting and planned to give it moves for attack setups and relying on time to achieve big payoff. The final product still has chef related moves and puns (I'm happy), but the attack list now has battle conditions that can either turn the crab into a tank or cannon fodder. 

Psykitty

  • I drew inspiration from Blair from Soul Eater as she's technically a magic cat. I wanted to make a trickster character, so I came up with ideas such as using opponent's attacks against them by copying them or stat manipulation. The final product still has PK rely on opponent input, but is very reliant on speed from both fighters and timing from the user. If you know the opponent's speed, fighting will be in your favor.

Chunky Monkey

  • I wanted more personality in the mix, so I thought of Chunky Monkey with a surfer bro mentality and a very chill vibe. My goal with CM was to throw in a character with moves based on an ammo system, that being bananas. These attacks would spend or gain bananas and either power or nerf attacks respectively, even being friendly with the opponent and sharing bananas. The final product has CM with a move pool consisting of attacks the affect both parties positively and/or negatively, leaning into an all for one dynamic.

Pacific Pecker

  • I decided to add an elemental miscreant and realized every one a mammal, so Pacific Pecker was born. Birds, especially parrots, are known for having sassy and/or derpy personalities, so its moveset is comprised of puncture based attacks with status effects designed to frustrate the opponent. The final product keeps the exact archetype I imagined with damage based moves that have a chance to apply a status effect. 

Vexatious Vulpine

  • Originally named "Fox from Beyond", I wanted to add a supernatural element to a character and learned foxes have many adaptations in folklore as spiritual beings with unnatural connections between worlds. What I wanted to do was have moves revolve around ghostly activities including possession, different ghostly forms and psychological damage (stat effects). The final product gives Vulpine a moveset that can boost attacks the closer to death it is, making for a glass cannon build with post defeat after effects in successfully landed.

Escala

  • Dragons are always a good pick for companions and team members, but I wanted to do something different and sabotage it's usual stoic presence by making it permanently injured and constrained. Since it's a baby by dragon standards, it's moves reflect that of a baby and will hinder both parties actions in favor of Escala. The final product reflects a baby's instincts to learn and inability to sustain energy, affecting stats and having multiple moves force Escala to rest and recharge.

Cyonara

  • I wanted a creature that was not bound to nature like the other characters, and though inanimate objects like water and rock have taken physical forms, cyanide and explosives was not something I had seen. The moveset mimicked actions of demolitionists  by making setups of explosives then causing big damage outputs. The final product makes Cyonara unpredictable as while its moveset is balanced for all scenarios, the effects caused by each move are drastic to both fighters if the right conditions are met.

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Miscreants' Initial Drafts vs Final Stats

UX Concepts Vs Final Menus:

I used Figma to create concept menus that would draw inspirations from RPGs with party systems and fighting game select screens. Unfortunately there wasn't enough time to implement these, but here's why I created them

Character Select Screen

  • It was setup as a fighter select screen for simplified pickings of Miscreants. Since you picked your team and your opponent's team, it would group parties together and show the respective order during battle. 

Battle Menu

  • The battle screen would have fit attack descriptions and stats all within the box below the action. There was trouble displaying all the necessary information during battle, so we used space in the upper left corner of the screen as nothing occupied the space and allowed players to strategize at all times

Party Switch Screen

  • This was a screen where you could select a Miscreant and completely see their archetype. 

Original UX Layouts

Final UX Layout + Gameplay Demonstration

Miscreant Mash.gif
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