Summary

BLEED RUNNER is a 2.5D cyberpunk beat-em-up made in Unity.

A lone knight seeks the cure for a plague on a mysterious spaceship - only to be infected herself. Pummel, throw, and live off the blood of your enemies in a mad dash to the exit.

BLEED RUNNER was my project for USC’s Intermediate Game Design class, and my first game shipped to Steam, developed from January-May 2023.

Overview

Timeline

January 2023 - May 2023
(5 months)

Role

Game Designer

Tools

Unity

Figma & Notion

Team

2 core developers

3 audio designers

Table of Contents

Project Goal

Building dread that gives way to a rip-roaring power fantasy.

My Contributions

Gameplay

Gameplay Design Breakdown

Can a sense of power and fear coexist?

BLEED RUNNER started off as several exploratory prototypes, testing elements we were interested in building a game around:

  • Dynamic Health & Combat

  • 2.5D Movement & Enemies

  • Fixed Camera System

With feedback from the prototypes, we honed in on creating a tense, action-packed experience built around dread and dissonance.

We wanted to create highs and lows - shifts from high energy to hopelessness and back again. The blood and camera systems supported this, while turning combat on its head - each group of enemies was actually a relief.

Prototypes & Early Docs

My prototypes focused on our experience goals: dread, dissonance, and a hard-earned power fantasy.

Once we had our concept in place, our early docs centered on
sequencing and scope.

Milestone Iterations

Full production was spent fleshing out our content and iterating our gameplay.

With a clear direction in place, most changes were made for clarity and game feel.

What I Learned

Level Design Breakdown

Goals

Process

Rules