Deadeye Gold: Designer Blog: 6


Howdy everybody, this is Cameron Smith, Game Designer on Deadeye Desperado. We had a lot of cool stuff come around this sprint, and i wanted to show off some of it while giving you some insight to the choices i made.


starting off here with 2D, we have this absolutely awesome poster. I really wanted to capture the feel of the game with this poster. We have one of our golems, along with the player character wielding his powerful revolver. This is all set in the magical and moody caves, and just comes out beautifully if you ask me.


We also have this sick screengrab from our new Heal Combat Area. This tests the player's abilities with the healing bullet and features poisonous gas as a primary obstacle. I wanted this area to be pretty unique, and our designer here did a great job of accomplishing that. by layering the level up, the player is always in danger of falling back down and taking some damage along the way.


On the 3D front we have this platform that will be used for our shock level. It will be floating around and controlled by the player shooting specific crystals that control different platforms. I think this captures the slightly more machine oriented nature of the shock bullet, and will make a great asset to ferry the player around on.

Lastly we have the upgrades menu implemented finally. This will allow the player some collectables used to upgrade various stats. Ore will be used to upgrade the player themselves, while crystals will upgrade their weapon. This gives the player something more to do in each level, and encourages backtracking to find these things.

Overall and awesome sprint from the team. We only have one more official sprint left, so we're very much wrapping up production here and polishing like crazy. Until next time Deperados

-Cameron Smith

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