Rayman makes his great comeback to team up with Rabbid Mario and Rabbid Peach! They have been invited by the dramatic Phantom himself, former nemesis from Mario + Rabbids® Kingdom Battle; and he is a changed, er, phantom. In need of help, he invited this unlikely all-star cast to engage in tactical turn-based battles to create the greatest show ever!
Rayman is finally back! Control him and his team as he joins forces with Rabbid Mario, Rabbid Peach, and their brand-new Sparks for an extraordinary adventure.
Discover a whole new cinematic universe full of surprises, including three hilarious giant movie sets: Western, Pirate, and Medieval.
Leverage Rayman’s unique abilities to rise into this showbiz world. Jump with your haircopter and use your iconic punch to uncover everything lying behind the curtains.
Role - Game Designer
3C design
Owner for the iconic Rayman's punch ability
Owner of the ingredients' interactions and their mainteinance
Design owner of the two new Sparks and their abilities
AI design owner for exploration
NPCs
Enemies
Challenges
Rayman's Punch
I was the product owner of the entire production pipeline for the iconic Rayman's ability, the punch, used to destroy obstacles and collect items.
I took care of inter-departimental communication to manage the creation of the ability on every aspect, from the animation to the behavior in game.
I designed and implemented the behavior and the related tuning to achieve a precise game feel.
I moved between animators, tech-designers and UX designers in order to achieve the best result we could possibly deliver.
New Sparks
I was charged to design the new abilities for the two brand new sparks that appears in the DLC: Selfie and Cryoquake.
The first one is the very news of this DLC: it possesses the "Self-Service" ability, allowing the hero who activates it to create a clone of themselves, albeit with reduced HP and attack strength compared to the original. This clone is under the player's control and can execute the hero's basic abilities.
The second one wields the "Shockwave Frostbite" ability, creating three shockwaves around the hero.
I was in charge of their creation, from scratch. In concert with another designer, we thought and proposed different sparks, until we reached an agreement and then we implemented and mainteined their abilities and behavior in game, following the needed tuning.
AI
I was the product owner of the entire production pipeline for every NPC and roaming enemy of the game, from the planets villagers to the guard enemies.
I took care of inter-departimental communication to manage the creation of the characters on every aspect, from the animation to the behavior in game.
I precisely designed and implemented the behaviors, following the quest guidelines and intentions.
I moved between animators, narrative and quest designers to deliver the best result possible, so the characters resulted to be coherent and consistent within the game worlds.