Keyboard Warrior is an educational beat 'em up made in 1 week for the Berkeley College Game Jam by a team of 6.
I owned our game concept, gameplay design, enemy design, visual direction, and co-owned our 3D art.
The software I used included Unity, Maya (Modeling/Rigging), Substance Painter, Google Docs, Google Sheets, Jira, Trello, and GitHub Desktop.
I'm a big fan of using games for teaching, so when I had the chance to pitch a typing game to my teammates during the 2021 College Game Jam, you can bet I took it.
The concept was simple: what if there was a beat-'em-up happening on your keyboard?
I like to think we delivered on that original pitch.
Unfortunately, we had to scrap some systems along the way in order to hit the submission deadline. Of our cut content, the big two are definitely the end-of-round item shop and enemies spawning in waves, Plants vs. Zombies style.
Thankfully, neither were fundamental to our core gameplay. Making the decision to cut a feature is tough, but in my experience it's always been worth it.
Another casualty was this absolutely legendary piece of concept art, made for the cut "battle chicken" enemy.
But the enemies that did make it in were all big hits with the team, both in the looks and gameplay departments. Of course, I love all my children equally.
Except the wizard, he's my favorite.
The wizard's ability to restrict the play space gives Keyboard Warrior's gameplay its depth. My intent was to create emergent scenarios where players have to prioritize certain enemies in order to survive—even if it means ignoring the enemies right in front of them.
Like a large number of my game concepts, the keyboard warrior herself also started out as an MS Paint concept. There were some slight design tweaks during the transition into 3D, but she's still the same ol' knight.