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Game Designer - Led Overall Game Vision & Decisions
Team Size: 26 developers
Software: UE5
Platform: PC | Steam Deck
Kila: Hourbound is a third-person, action-adventure platformer game for PC and Steam Deck.
Take on the role of Kila, a Keeper of Time, and embark on missions to return Aion to its original glory. Each mission transports you to a frozen hour, taking you through the sweltering sun and shine of day to the starry skies and whimsy of night. Rewind and manipulate time, fight off the savages, and dash and jump across floating islands. While exploration and magical ruins call, you must be quick as the time to complete your missions is limited and rogue bosses need to be taken down.
Kila: Hourbound
Design Goals
Create Engaging,
Varied Melee Combat
Ideate on enemy types and ways to use level design to create distinct combat encounters that gradually increase in difficulty.
Emphasize Time-Manipulation
Create player opportunities to use unique mechanic with different purposes.
Prioritize Player Experience
Refine affordances, controls, and mechanics to support player understanding and playstyles.
Design Implementation
Engaging, Varied Melee Combat
With player action being a limited set of melee actions, we wanted to ensure the challenges still felt exciting and kept the player engaged throughout the game.
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I ideated 3 different types of enemies to require the player master different strategies - standard melee, elite, ranged
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Communicated with designers on different ways they could combine enemy types, verticality, and layout to vary combat
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I worked alongside programmers and created systems to refine AI and player abilities - behavior loops, speed, & metrics
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I collaborated with the balancing team to distinguish player stats early on and how we wanted these to increase over time
Emphasize Time-Manipulation
Our team wanted to highlight our game's unique mechanic of rewinding time so it could be used to the fullest potential.
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I led brainstorms with designers on different ways to incorporate it into gameplay - puzzles, flow blockers, boss stages
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Worked with leads to select what chrono abilities (rewind and action-based skills) the player could equip for help in combat and navigation
Prioritizing Player Experience
I wanted to ensure there was player focus when considering mechanics and systems
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Formulated conveyance language, utilizing colors, icons, and vfx
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Leads and I designed different ways for the player to have autonomy in how they play and fight with both defensive and offensive opportunities, as well as different skills for mastery
Postmortem
What Went Well
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Refining enemy tiers and behavior throughout production
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Defining clear expectations for essential asset necessities and player behavior
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Working with animation, vfx, sound, and UI designers to create juice and satisfactory combat
What Needs Improvement
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Boss stages could use additional refinement to ensure proper difficulty levels
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Upgrade and chrono ability system could use more bug-fixes and polish
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With more time, I would have liked more opportunities for the player to engage with the story that shaped the worldspace
What I Learned
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Identifying critical style goals with team leads while iterating on art style
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Employing color language and layered conveyance techniques for clear level affordances
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Quick decision-making with scale and scope and problem-solving as needed















