Deadeye Gold: Designer Blog: 5


Howdy Everybody! this is Cameron Smith, Game Designer on Deadeye Desperado. I wanted to talk a bit about my design this sprint relative to the work everyone has been putting out, as well as my personal contributions to the team.

Starting out here with 2D we have a super awesome Main Menu that we got finished here. I wanted the cowboy to remain deliberately kinda mysterious, so he's captured here as a silhouette. I also wanted to give that desert theme, and show off the awesome gun we have in the game.


In addition we have some cool concept art for one of the new areas, the corrosive area. I wanted this place to feel like it was falling apart but also to feel like a prison. As a result we have some cool spikes, ball and chain, and a rusty jail door for the player to break down. Also, Bananas?


I feel like this screengrab form level design really shows off how i want the game to look in the end. Dimly lit, with this ominous magical blue glow. I think that if we could make every level like this then the game would be phenomenal in style.


We've also got the new revolver here from 3D, and boy is she a beauty. I wanted this gun to feel larger and more impactful than the one we had previously. We added some more realistic runes, based off real ones in the world. And in addition we added a big 'ol knife for the player to swing around if we can get to the animation for it.


The last thing i wanted to touch on was the bandolier system we have been cooking up. As you can see from here, you can customize these loadouts with whatever bullets you want, and switch between them on the fly. This complements being able to choose your bullets manually, by allowing you to think ahead to what you might want in a given situation. Overall i love the way it turned out and can't wait to see the magazines people build in the end.

That's about all for this time, until next time Desperados

-Cameron Smith

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