Game/Quest Designer and Writer

Firva: Strings of Fate
Combat/Game Designer
The game unfolds in a dark fantasy world with a long history and pivotal events. Various groups, tribes, and governments scattered throughout this world relentlessly pursue their goals and intentions, leading to tensions, wars, and numerous crimes that directly impact the fate of humanity.
The gameplay and art style are completely distinct from the and initial demo
Due to NDA restrictions, global images and videos are utilized.
Gameplay
About this Game
After the attack on Firva's home and the abduction of her mother and twin sister by unknown individuals, Firva embarks on a long journey to find them. As she uncovers truths from ancient times, a period when no beings had yet been created by Tyarabirata, she becomes the catalyst for changing the destiny of the entire world.
The game unfolds in a dark fantasy world with a long history and pivotal events. Various groups, tribes, and governments scattered throughout this world relentlessly pursue their goals and intentions, leading to tensions, wars, and numerous crimes that directly impact the fate of humanity.
The game's protagonist, Firva, a young and determined girl, strives to find her abducted mother and sister. Utilizing her abilities in combat and traversal, she not only seeks to locate them but also unravels hidden conspiracies and numerous schemes.
Combat Pillars and Our Vision
The game's pillars are agile, brutal and accurate
Constraints
One of our serious constraints in this game with the AR section of it was that we had to finish the whole AR level in about 2 to 3 minutes because of the technical issues in mid-level mobile phones. So, all of our decisions about designing boss fights, boss behaviors, AR's mechanics and etc were affected by this constraint.
Design Solution
In order to keep this constraint, I have come to concluded to use positive feedback loops to enhance player's actions.

