• Role: Design Lead and Programmer
• Company: Whitethorn Games
• Tools Used: Unity, Visual Studio Code, Figma, GitHub
• Duration: January—May 2023
• Team Size: 10
• Genre: RPG
• Platform: PC, Switch, Xbox
• Project Status: Canceled
Whalefall takes place in the fantasy world of Osfeld, where giant whales peacefully rove the sky. When the power-hungry Stoneshield Legion launches an unexpected attack, Osfeld is plunged into chaos. It is up to the young soldier Coty to unite the peoples of Osfeld, raise an army, and end the Stoneshield Legion's tyranny.
The game comprises of three main types of gameplay:
The JRPG phase is inspired by beloved Japanese RPGs such as Final Fantasy and Bravely Default. The player explores a vast 3D overworld, discovering items and encountering enemies along the way. During battles, the player selects commands from menus, and party members and enemies take turns executing actions. The ability to modify character skills and equipment encourages the player to consider different party compositions and playstyles, making each playthrough feel fresh and unique.
The SRPG phase uses mechanics from tactical RPGs such as Fire Emblem. Players direct units of an army over a grid-based battlefield. Each battle has its own goal, such as defeating all enemy units or directing a unit to a location of significance. The placement of units and strategic thinking over a long period are key to success.
The visual novel portion of the game regularly appears in order to deliver narrative and exposition. There is also an optional friendship/romance system. By visiting the Tavern, players can converse with and become closer to their allies.
With its combination of 2D and 3D aesthetics and its mechanics inspired by a range of genres, Whalefall was an ambitious project of a scale which I had not previously experienced. The game had been in development for seven years prior to my arrival. The company hired me as a Game Designer and planned to release the game one year after I joined. My task was to modify existing systems and create new ones as needed.
In the end, the game was canceled due to budget limitations. During my time on the project, I learned how to design for various genres, the importance of clear organization within a team, and when to make tough calls.
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