About Me
Ciao, I'm Claudio Scuderi, an Italian technical Game Designer that's currently studying at PlaygroundSquad in Sweden.
My journey started in Catania, where I studied computer science at DMI
University.
This background gave me not only a solid understanding of coding
languages such
as C++ and C# (Blueprints too), but also an almost permanent tan.
Beware the Etna, the largest active volcano in Europe.
I swear it is not scary but very cool!
Afterward, my voyage led me first to Padua, Italy, and then to Falun in Sweden.
It was there that I decided to shift my focus to game design, studying at Event
Horizon School for three years,
where I learned the core skills to be a game designer, and currently at
PlaygroundSquad to expand my knowledge and refine my skills.
It was a nice but abrupt change, moving from a +35°C weather to a -20°C.
Hey at least I got to experience Skiing for the first time!
Today, my passion for games is channeled into my studies and personal
projects.
My curiosity drives me to try new things and constantly challenges me to
grow.
Highly recommend Scuba diving to relax.
When making games, I like to focus on figuring out what makes the game loop fun and deep diving into the technical aspects. My approach involves a hands-on experience, spending a lot of my time working directly within the engine.
I make an effort to play and experience many titles, to always keep up to date, and whenever I can I like to try something unique. Next on the list is parachuting!
As a creative person, my goal is to recreate the experiences that made me fall in love with gaming, and create games that leave a lasting impression on players.
My favourite games are those that offer a challenging or competitive experience built on a solid gameplay foundation, while giving players the freedom to be creative and explore different approaches. Some of them are:
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Noita
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Elden Ring
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Valheim
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Into the Breach
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League of Legends
Rocket Rider
Rocket Rider Game Trailer
Project Summary
Rocket Rider is an action game that fuses platforming with intense hack & slash combat. The game is set in a Japanese futuristic dystopia heavily controlled by authorities that oppress citizens with unending curfews. The player assumes the role of John Rider, a rocket-riding rebel, too stubborn and knowledgeable to bend to the regime. His goal? To ignite the spark of rebellion, dismantle the enforcers' armies and free the city! The project goal was to develop a distinctive hack & slash game where the player is constantly on the move, riding a rocket. Players will deal immense damage while also being highly vulnerable to enemy attacks. This design encourages players to rely on their rapid movement to navigate and survive, rather than confronting enemies head-on.Project Info
- Role: Gameplay, System, 3C & UI Design
- Team Size: 17
- Time frame: 9 Weeks
- Engine: Unreal Engine 5
Major Contributions
Combat Design:
Designed three unique player attacks.
Designed three enemy types and assisted in their implemententation using Unreal Behavior Trees.
Designed a lock-on system to direct player's attacks towards the closest enemy.
Implemented a Hack & Slash Style System that dynamically changes the game's music.
System Design:
Balanced player and enemy stats such as damage, range, knockback and cooldown.
Designed a wave manager to spawn enemies in arenas.
General Game Design:
Designed the game camera and controls.
Created an asset list, organized meetings, and pitched the game presentations.
Implemented UI, VFXs and sounds in game, using unreal blueprints, animation notifies and sound cues.
Implemented all the vibrations used for the haptics of the PS5 controller.
Created a bug list document to keep track of issues and fix them following their priority.
Read further down for more information on each category
Combat Design
For the combat design, I started this task by researching and studying the enemy design of my main references Hifi Rush and Devil May Cry 5. The first challenge was how to design a fun, fast-paced combat while maintaining the identity of the game, meaning all combat would happen while riding a rocket. So, I came up with three unique attacks that used the player's rocket in different ways (Swirl, Slam, and Barrage) and included a boost ability, used to disengage enemies or perform platforming. Then, to reach our intended experience, I decided on some key elements:
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Constant Player Movement: The player's rocket is always in motion, forcing them to think and react quickly during combat. This continuous forward momentum keeps the gameplay fast-paced and maintain players engaged.
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Animation Montages: Having only one animator, we used animation montages for attacks, to speed up production, as this approach eliminated the need for blending animations.
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Attack Commitment: Attacks cannot be interrupted by other inputs, except movement, or the current animation montage would be disrupted. Started as a setback, but ended adding depth to the combat, rewarding strategic decision-making.
Rocket Swirl
The light attack or Rocket Swirl is intended to be the main choice
through the game.
It executes quickly, causes little
damage, and can be chained into a three-hit
combo
when used in rapid succession. Each consecutive strike
within the combo deals bonus damage.
In the first iteration, the attack stopped the player's movement. However,
after playtesting, I reworked it
into a dashing attack that locks onto
the target. This adjustment not only complemented the game’s
fast-paced nature but
also added a strategic element, allowing players to use the attack for both
offense and repositioning.
Rocket Slam
The Rocket Slam takes longer to execute but
creates a powerful Area Of Effect (AOE) explosion,
dealing massive damage.
This design follows the risk-reward principle, requiring
precise timing for maximum payoff.
During playtesting, I observed that players mainly used this ability while
in combat. To balance its power,
I introduced a cooldown to it, ensuring that its use
remained strategic and didn't overshadow other combat mechanics.
Rocket Barrage
The Rocket Barrage is a ranged attack and a resource sink. It consumes Scrap to shoot a burst of missiles from the player's back, the more Scrap spent the more the missiles. Although it deals low damage, it is useful for poking enemies and maintaining Style Points.
Lock-on System
After the attacks were done, during playtests, I noticed some players struggled to land hits with the Swirl attack due to the constant forward movement of the player's rocket. To address this, I designed a lock-on system that guides the player's attacks toward the nearest enemy or the center of the camera. The Barrage also relies on this system, and can only be executed when an enemy is locked on.
Then, I implemented through Blueprints a visual widget to highlight the locked-on target, providing clear feedback to the player. This solution drastically improved the combat experience, making it more intuitive and accessible.
The blueprint checks if an enemy is inside the locking range. When they are, it renders the health bar and targeting widgets. As soon as the enemy is outside locking range it sets the visibility of the widgets as false.
Style System
Like many Hack & Slash, our game needed a Style System
to boost the player's excitement
as they landed consecutive hits on enemies without taking damage.
I designed multiple style levels, ranging from D to S and culminating in R: RocketTastic.
Then, I created a custom event
that gets called every time the style level changes.
I used this event to play unique sounds and dynamically
amplify the game’s music
as players reached higher style levels.
Then I implemented the UI elements to display the
current style rank.
In a future iteration, I desire to multiply the resource
gains based on the style points obtained during combat, further
rewarding skillful play.
Balancing
As the gameplay and system designer, I needed to be able to tweak
various key elements
such as damage values, speed, and so on.
Working with the programmers we developed various
components to quickly visualize and access the required
stats within the Engine.
These tools enabled me to tweak damage, hitbox size,
knockback, and so on, for each attack.
We applied the same approach to enemies so that I could easily balance their
health points, movement speed,
and other critical stats.
Animations
With our combo system, we had to find a visual way to tell when an attack animation was done so we could kick off the next one.
Collaborating with my programmers, we designed a method to tweak animation keyframes for different phases.
For instance, PlayerSwirl spawns the attack Hitbox, which deals damage and limits player inputs to movement only,
while PlayerSwirlFinish disables damage, lets all inputs back in and creates a time window to continue the combo.
I also took advantage of animation notifies to add sounds and VFX at the right keyframes for each animation.
Enemy Design
During the project, I dived into Unreal Engine 5's AI framework (AI Controller, Behavior Tree, and Blackboard) to help the programmers prototype and implementing the AI. After consulting the programmers, I created three enemy types, one being a boss enemy, and used flowcharts to communicate their behaviors to the team. Furthermore, I was in charge of implementing all the VFXs and sounds for each enemy.
Goro Enemy
The first enemy, Goro, is a slow but powerful melee unit
with moderate health.
It delivers heavy, slow punches and will constantly attempt to close the
distance to engage the player in close combat.
If the player is too far away or unreachable, Goro will perform a Jump attack to quickly cover ground and strike.
Moreover, considering the game's setting, I wanted to
emphasize the enemies' cooperation,
as from a narrative point of view, they are both part of the enforcers
controlling the city.
For instance, Goros will guard and protect the second
enemy type, the Beedrone, while it charges its attack,
highlighting their role as a unified force in maintaining order.
Beedrone Enemy
The Beedrone is a swift but fragile ranged enemy whose primary role is to fire at the player, forcing them to stay mobile. Its attacks are designed to keep the player on their toes, reinforcing the game’s emphasis on constant movement.
Boss Enemy
For the game’s boss fight, the team designed a variety of attacks for the
boss to use.
Once the programmers implemented these attacks, my role was to build the boss phases using Unreal Behavior
Trees.
Using my custom nodes, I adjusted the number, speed, and
timing between attacks to establish a rhythmic flow to the fight.
After each phase, I introduced new attacks and reduced the dodge window to progressively
increase the difficulty and challenge the player.
3C Design
Character
Designing the movement for this game was a big challenge, as we did not have
a clear direction or reference at the start of the project.
The Overrider demo came out during the development, which was an optimal
reference for some aspects.
Given the premise of riding a rocket and engaging
multiple enemies, I opted for an automatic forward
movement
with a high movement speed and the use of a lerp for
rotation to avoid quick turns, simulating a more realistic rocket
maneuver.
After that, I needed to consider what would happen if the player´s rocket was destroyed,
so I added a basic movement for the character when grounded.
During playtesting, the team realized that being grounded and simply waiting
for the rocket to respawn was tedious.
To address this, we experimented with various solutions, such as providing
the player additional mechanics while grounded, like using stun grenades or engaging in
precise platforming.
However, we ultimately decided to eliminate ground
movement, as it slowed the game's pacing too much.
Our focus was on maintaining a fast-paced rocket-riding
experience.
Camera
For the camera, I took inspiration from Devil May Cry 5 and Hi-Fi Rush, making key design choices that significantly influenced the gameplay experience:
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Close Third-Person Perspective: Opting for a close third-person view immerses the player in the game world while maintaining clear visibility of the surrounding environment around the character.
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Dynamic Camera: The camera adapts fluidly to the player's movement. When the player is in motion, it pulls back slightly, providing a broader field of view and better spatial awareness. When the player stops, the camera moves in closer, heightening the sensation of speed and intensity during high-action moments.
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Independent Rotation: Players can rotate the camera freely with input controls, allowing them to move in one direction while looking in another. This offers great flexibility in combat and exploration.
Controls
I mapped the light attack, Rocket Swirl, to the right trigger and
Square, following the conventions of many hack-and-slash games.
Lock-on was assigned to the left trigger, while movement boost was placed on
both bumpers for quick and intuitive access.
Special attacks were triggered using Triangle and Circle, while X served as
the standard jump button.
I implemented dynamic vibration feedback on the
controller, varying the intensity and pattern based on the player's actions.
Each attack, boost, and railgrind triggers a unique vibration response,
providing tactile feedback to the player.
Sycle
Sycle Game Trailer
Project Summary
Sycle is a turn-based roguelite with a Mesoamerican-like aesthetic and a unique twist, a reverse progression system. Instead of growing stronger, players become weaker as they advance through the game. The crux of success lies in Strategic decision-making and resource management. The player assumes the role of Itzel, the Goddess of Change. Her role is to perpetually sacrifice a portion of herself within each cycle to breathe life back into a desolate world. The goal of this project was to carve out a niche in the realm of roguelites, charting a course different from contemporaries. For that, we chose Reverse Progression as our pillar, reversing the traditional power progression and emphasizing the theme of sacrifice. Additionally, we wanted to push for an aesthetic that was not seen much in the industry, and with some research, we discovered how the ancient Mesoamerican cultures like the Aztec and Maya, seamlessly integrated with the theme of Sacrifice.Project Info
- Role: Gameplay, System & Level Design
- Team Size: 20
- Time frame: 9 Weeks
- Engine: Unreal Engine 4
Major Contributions
Gameplay Design:
Designed the
player´s abilities, Damage over
time(DOTs) and status effects.
Moreover, introduced environmental obstacles, enhancing strategic depth.
Level Design:
Created multiple levels with diverse objectives, ensuring a balanced
mix of combat, teaching mechanics, and puzzle-solving.
System Design:
Responsible for the
balance of the reverse
progression system and gameplay elements.
Conducted extensive playtesting, identifying and addressing bugs, and fine-tuning
mechanics for an
optimal player experience.
Read further down for more information on each category
Gameplay Design
At the start of the project, I was entrusted with the making of the player´s abilities.
I started by designing Itzel's abilities, focusing on her role as the Goddess of Change.
To ensure both narrative and mechanical cohesion, I researched mythologies and their
related gods from various cultures, including Mesopotamian, Incan, and African influences.
After my research was done, I also thought of the core elements our character would need in a strategy game where we control a single unit.
I ended with four different abilities, each having a distinct effect and use case:
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Earthquake: Provides Survivability to the player. Deals damage and pushes enemies away from the player, also offering protection from ranged attacks. Its main purpose is not just to harm enemies, but to buy the player time. Inspired by Pachamama, the Inca fertility goddess.
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Meteor Fall: Able to clear multiple enemies in one sweep and destroy obstacles to create new paths. Short-range ability that deals massive damage, burns enemies, and destroys environmental objects. Inspired by Ishtar, the ancient Mesopotamian goddess of love, war, and fertility.
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Tornado: Gives the opportunity for Strategic displacement. Low-damage attack that can push enemies into obstacles, causing further damage. Allows players to make use of the environment to their advantage, promoting creative gameplay. Inspired by Hadad, the Mesopotamian storm god.
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Holy Smite: Offers a Ranged Debuff. Long-range ability that damages enemies, lowers their defense, and ignores obstacles as it strikes like lightning from the sky. I created this ability to give players a long-range option, allowing them to debuff enemies from afar before they close in. Inspired by Inanna, the goddess of fertility and justice.
After the abilities were done I needed to design various obstacles to add another layer of strategy,
and fill the game grid with something other than walls to give a reason to the player to interact with the environment.
Since my
programmers already coded damage-over-time effects for the player's
abilities,
I decided to build upon them and add new effects with similar behaviors, so that
I could implement and modify them myself.
I ended up creating over 10 different obstacles with distinctive status effects, like pointy walls that apply bleed, breakable columns that stun, terrains that slow movement or enhance elements, boulders that could be pushed and knock enemies aside.
Level Design
Once the core abilities and enemies were finalized, I turned to designing levels.
Drawing inspiration from games like XCOM and Warhammer Mechanicus, I studied their design, to create levels that catered to our game's unique mechanics. Unlike those games, which focus on multiple units, our game revolves around controlling a single character, so I had to be mindful of enemy placements, movement ranges, and terrain layout.
After I knew my constraints and goals, I drafted various levels, each with a specific purpose:
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Tutorial Levels: Focused on introducing new mechanics or interactions, and teaching them to the player in a relatively safe environment.
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Combat Levels: Stages full of enemies, forcing the player to fight. Here I focused on having non-linear levels to give the opportunity to the player to choose different routes and playstyles.
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Puzzle Levels: Featuring environmental challenges that needs to be solved to proceed, like activating different altars to unlock the level exit, all while evading enemy patrols.
System Design
Balancing the reverse progression system was crucial, as the player grows weaker
throughout the game.
After playtesting, we made several adjustments to fine-tune this system.
Initially, abilities were tied
to Action Points (AP),
but we switched to Health Points (HP) to better reflect the theme of sacrifice.
This change introduced new challenges,
like managing HP effectively while using abilities.
To mitigate the risk of using too much HP, I introduced a healing mechanic: players could regain health by killing enemies with melee attacks.
I also worked closely with the programmers to tweak the stats of both players and enemies, ensuring the right balance of challenge
and empowerment as the game progressed.
Conclusion
This project has been an important lesson. It was my and most of the group's first game in Unreal Engine, and we ended up overscoping a bit too much. Even so, we learned a lot about the engine, and my contributions to the project were wide-spanning and focused a lot on both the team and my individual work. I had the chance to focus on what I want to specialize in, that being Gameplay and System design. Moreover, I ended up having to take a lot of responsibility for the game, which I did not mind, and step in to help wherever we were struggling in the process. Our scope might have been too big for Sycle, resulting in a small demo rather than the complete game we desired, but it was a fun experience and a good lesson for the future.