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

Project Goal

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

My Contributions

    • Designed and implemented core mechanics:

      • player abilities

      • enemies

      • security-camera perspective

    • Laid out, lighted, and set-dressed entire level sequence.

    • Set up all camera shots.

    • Ran 2 playtests per week, revising the game to address player feedback.

    • Presented game build weekly to classmates and industry mentors.

    • Managed development with content macro, burndown chart, and task lists.

    • Scripted set-pieces and encounters, including 100-man battle and sniper sequence.

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.

  • My first prototype tested the dynamic health system and punch. The goal was to create dread, surprise, and a sense of power from the health system alone.

    Playtesters enjoyed the health system, but were interested in navigation as part of combat and wanted a stronger narrative context for gameplay.

  • The next prototype fleshed out some basic enemy behaviors and the groundwork of our 2.5D look. We introduced throwing here, which got positive feedback.

    We started to get a handle on 2.5D movement, but wanted to make more intentional use of the camera.

  • Our last prototypes experimented with fixed and spline cameras, points of reference, and creating one consistent visual narrative.

    Splines and automatic camera toggle were tested, but ultimately a Resident Evil style fixed camera system with occasional tracking cams worked best.

  • Using the foundation we’d arrived at in our prototypes, I drafted a one-page concept with my partner to solidify the direction of BLEED RUNNER.

    Even at this stage, mood and feel were at the forefront.

  • With our concept nailed down, we drafted out our sequence visually.

    Thumbnails let us iterate quickly and determine if a shot was readable at a glance.

  • After shots, we filled in our macro to specify the needs of our level in greater detail.

    Given our diegetic UI style, UI elements and screens were included.

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.

  • Our vertical slice featured drafts for all sequences and mechanics. Multiple encounters, the sniper puzzle, and the blood system were featured.

    Bleeding started from the beginning of the game, scaled linearly instead of speeding up over time, and the level was textured but not dressed. Combat feel was pretty sparse.


    The mood of this version was working, but the power fantasy and dread didn’t land in playtests. Blood, combat, and the level needed an overhaul.

  • Alpha featured a full level and interface, with a strong onboarding section. Bleeding starts at a specific gate, but a callout for this hadn’t been implemented yet.

    Combat feedback was stronger, and special sequences like the 100-man battle were implemented. The game was playable in rough state from start to finish.

  • Beta heavily refined the alpha version with revised shots and lighting, scripted set-pieces, and set-dressing.

    Key changes like the callout when bleeding starts made the game start resonating with playtesters, and novice players were working their way from despair to power.

  • Release candidate work addressed bugs, some additional options and UI features, and some tweaks to combat balance.

    BLEED RUNNER had taken shape as a complete product, and was getting a positive response.

  • I later led publishing for BLEED RUNNER on Steam and the Epic Games Store. It was great receiving player feedback and seeing the game reach its audience - some players were ecstatic we’d made it!

Level Design Breakdown

Goals

Process

Rules