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Project Employment Ongoing

More information to come!

GENRE

Puzzle & Strategy

PLATFORM

Android, IOS & Samsung Galaxy

ENGINE

Unity

ROLE

Game Design Intern

Game Description

Legend of Solgard is a puzzle strategy game in which you play as Embla on her quest to save Solgard from the approaching Ragnarok.

 

"Solgard is turning to winter and its creatures trapped in ice crystals. Ragnarok, the end of the world, has started and only Embla can fight it. Blessed by the Sun Goddess, it is up to Embla to gather an army of creatures and together, they must battle and conquer the icy evil that threatens Solgard."

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Utilizing Embla's heavenly disk you must put together an army of creatures. Each creature provides unique abilities, making for a highly strategic gameplay centered around team composition.

Contribution Summary

Content Design

Throughout my time working on Legend of Solgard I've primarily been working with content designing. I've created new stories in the form of new questlines as well as a created questline that help teach players about some of the game's lesser-explained mechanics. 

Muninn Questline

Content Design

Design Intention

My main goal with the work I do for Solgard has always been motivated by the strive to create something that's useful to the player whilst also being enjoyable to play. While most of the early content I created was mostly focused on me getting acquainted with the tools at my disposal, the priority has always been quality for the players.

Released Content

So far I've created two different questlines both focusing on the same lacking gameplay features but approaching them in different ways.

Muninn Questline
Idol Introduction Questline

This first one focuses on introducing players to a creature enchantment called "Idols". Showing players the right steps needed to be taken to understand the equipment part.

The second one focuses on introducing the ways of crafting these "Idols", it shows how to and what's needed to make them.

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I decided to separate these questlines to not create an overbearing feeling for the player since "Idols" tend to be complex for first-time players.

Content Design

FTUE Work

Reflections

The toughest challenge with this redesign has been to set the pacing. Since LoS is jam-packed with different enemies, abilities, and mechanics it's hard to not only decide which are the core important ones but also how and when to show everything so as to keep a consistent thread and not overwhelm/confuse the player.

Reflecitons

Reflections

Having my internship a Snowprint Studios working on Legend of Solgard has given me a more widespread understanding of what goes into game development. On top of that, what goes into keeping up with a LiveOps game.

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Upon starting, I immediately found my education in game design to help as I held several presentations and pitches. Although, I quickly learned and improved my presentation skills to keep them informative and to the point instead of drawn out with unnecessary details.

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