Full Fives League of Legends Team (Gameplay Design Sample)
PLEASE NOTE: I am not affiliated with, or employed by, Riot Games. This is a system design project I did building in a pre-established gaming system.
Team Size: 1 + 2 consultants
Role: Designer / Writer
Development Cycle: 4 Months
Description: For this project, I took an established system I was familiar with (League), and designed something that would fit into that system (5 champions). I was focused mainly on gameplay design, but did also look at baseline numbers, concept inspiration, and narrative for these champions. I also focused heavily on production quality for this project, as a lot of what I did was expository explanations for my choices. It’s a bit of a heavier read, but hopefully you enjoy looking at the logic behind my decisions!
Core Tasks:
- Concepting champions in every role from the ground up.
- Creating all skill values, including range, damage, and costs.
- Pitching these champions to other players for design feedback.
- Preparing all materials in a physical binder for presentation.
POSTMORTEM
What went well:
- Significant amounts of work, especially in a short period of time and outside of my core comfort zone.
- General approach and execution of decision making.
- Driving design decisions that are strongly grounded in the established system, and could find success if they were installed.
What went wrong:
- Completely lost the design of one champion (which I am hoping to tighten down and re-visit over the next few months).
- Kit variance is a weak point, as most of the core skills are the same but simply imagined in different ways.
- Other players I spoke with were similar in game skill to me, so our decisions and feedback will be influenced by that.
What I learned:
- Push designers beyond their comfort level, especially in established systems, to drive gameplay variation.