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Shardfall / Shardfall: FitQuest VR

  • Writer: Cordelia Chui
    Cordelia Chui
  • Jan 13
  • 2 min read

Updated: Feb 27

Quell, 2024 / 2025


Real fitness. Real gaming. Dive into epic adventures and torch more calories than a spin class. Get fired up, start gaming, and crush your fitness goals.

Visit the official website here


Developed and published by Quell as a launch title for the Quell Impact (bespoke hardware). Ported to Meta Quest VR.

Individual Contribution


I worked on Shardfall from six months until release, continuing into live service with 6 post-release updates. I had ownership of many different features and various content throughout the game, in addition to being the design lead on a cabinet mode demo build for on-site PR sessions and a Selfridges store booth.

Deliveries
  • 4 new enemy types
  • 75+ enemy variants (including tutorial enemies and bosses)
  • 16 procedurally-generated levels
  • Cabinet mode demo

Responsibilities
As a generalist designer at Quell, my specialism was in AI behaviour and encounter design, but my work spanned across procedural content distribution, FTUE systems and level design, metagame systems and UI/UX.

  • Prototyping, iterative design and final implementation of NPCs using AI tooling in Unity 3D, including new enemy types and variants:
    • Behaviour trees
    • Node graphs
    • Animator controllers
    • Mesh, materials, blendshapes and VFX hookups
    • Messaging (VFX, UI and audio)
  • Distribution of enemies, environments and tutorials across all campaign levels in the game with consideration for roguelike progression and replayability.
    • Base enemy types
    • Enemy variants
    • Biome and sub-biomes
    • Tutorial pop-ups
  • Designed and built 16 procedurally-generated levels with adaptive encounters and traversal sections using dynamic difficulty adjustment and probabilistic systems.
    • Serving enemy types and levels using game performance and fitness metrics
    • Session flow and level design using timers, weighted and conditional events
    • Controlled randomness between concurrent sessions to incentivise replayability
    • Hand placed details for enjoyable surprises
    • Rulesets to bring enemies and biomes in harmony with theme and narrative
  • Gamewide balancing of player, enemies and metagame systems:
    • Behaviours including base and special abilities
    • Stats
    • Scaling
    • Difficulty modifiers
    • Game score
    • Player performance
    • Reward economy
  • Created GDDs for multidisciplinary teams including mockups, wireframes, flow diagrams, technical and art requirements, future scalability and feature scoping.
    • Initial design of metagame systems such as new game plus, challenges, cosmetics, loot boxes and UI/UX design for equipment screens and menu navigation.
  • Created and maintained technical documentation of design tools.
  • Defined requirements of design tool requests for AI, level generation and reward systems.
  • Design and implementation of FTUE
    • Session flow, pacing and level design
    • Tutorialised NPCs
    • Absolutely and conditionally triggered UI elements
  • Conducted playtests and used telemetric data to gain feedback and identify issues.
  • Led group brainstorms, workshops and problem solving meetings.
  • Working closely with all other disciplines including production, game engineers, machine learning engineers, technical art, character art, environment art, animation, VFX, audio and marketing.

Shardfall on Quell Impact


Shardfall: FitQuest VR on Meta Quest


Watch 'OtterWorldly' playing Shardfall: FitQuest VR


Gallery




©2021 by Cordelia Chui.

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