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Ghost Hunter PC
After the success of the mobile version, we made a PC port of the game, which allowed us to implement new mechanics and improve the player experience. In this process, we introduced new combat mechanics such as a dash and a timing mechanic to increase damage to ghosts, making the game more interactive and dynamic. We also developed new visual effects (VFX) to accompany these improvements.
In addition to the new mechanics, it was necessary to rebalance the game's economy to make it more fluid, aiming to cater to a new target audience of PC players. This involved a detailed analysis of existing economic dynamics and precise adjustments to create a more balanced and motivating experience, tailored to the expectations and preferences of this new audience.
My specific contributions included:
-Development of new combat mechanics (dash and timing mechanic)
-Creation of new visual effects (VFX)
-Rebalancing the game's economy for the PC audience
-Analysis and adjustments of economic dynamics
-Adapting the game's focus to cater to the new target audience of PC players