Synopsis
Silkstrike is an online third-person shooter with ability-driven combat. Build-craft your character with 15+ modifications and abilities and compete against your opponent until the last man standing!
My Role
As the designer and engineer of Silkstrike, I was responsible for creating the fast and fluid moment-to-moment action inside a robust ability-driven sandbox. I designed the combat, movement, level, UI, and all 15+ interchangeable abilities. I also implemented the multiplayer framework and Steam API into Silkstrike to allow for a seamless peer-to-peer experience.

Project Details
Silkstrike was a semester-long game project created in a two person team at USC. While I was responsible for design and engineering, my partner was responsible for animations, UI art, and conducting playtest sessions. This project showcases my best work in ability design inside a fast-paced multiplayer shooter.
Pre-Production
Early on in ideation, we knew we wanted to make a shooter, as it was something we were both interested in. We wanted to make something that stood out and provided a unique experience, so we decided the game would be a 1v1 third-person bow and arrow shooter. Additionally, my experience with games like Destiny and Cyberpunk 2077 excited me about the possibilities of how build-crafting systems could add depth and replayability to Silkstrike.

Silkstrike has two "phases" of gameplay; the build-craft phase and the combat phase. Initially, we wanted the ability kit of the player to be determined by a pseudo "personality test" that assigned gear based on narrative-focused questions. However, after early exploration we discovered that because narrative gameplay wasn't a core pillar of Silkstrike, players preferred to have more direct control over their gear.

Gameplay Trailer

Abilities and Stats
Abilities
The first phase of the game is the build-craft phase. This is the time when players can theory-craft new and interesting ways to play the upcoming match. Players have five groups of abilities in which they may select one from each to equip. Each category targets a different aspect of combat.

For example, the "arrow" abilities provide a special arrow with a unique effect that operates on a cooldown. While the "guild" abilities provide passive bonuses that incentivize player positioning. With five different groups, players can alter every part of combat to create a harmonic playstyle tailored to their needs.

Build crafting & abilities selection

Player stats changing based on build selection

Stats
Every character archetype starts with a base set of stats that can be adjusted via their equipped gear. Balance was really important here, as the possible combinations can radically change the pacing and feel of the game. For example, players are able to make their characters pretty fast, so increasing the size of player hitboxes was necessary to ensure the combat wasn't too difficult while still retaining a skill ladder players are capable of climbing.

Stat assignments to gear is an important part of the cost-benefit analysis players make during the build-craft phase. I spent a lot of time thinking about how to not only make gear choices have meaningful tradeoffs and effects, but also how to make each gear piece provide unique gameplay possibilities. I would ask myself questions like "What behavior does this incentivize?" and "How does this interact with other gear pieces?". Stat changes like +10 draw speed or -5 speed were great tools to cement a specific abilities identity, which through playtesting, proved to create meaningful choice and accentuated build diversity.
Gameplay Demos
Blink Arrow & HUD Feedback
Mind of the Eagle Ability and Activation
Build-Craft Phase Creation Timeline
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