Threadborne
Platform:

PC

Engine:

Unity

Language:

C++

Tools Used:

Probuilder, Polybrush, Miro

Team Size:

8

Role:

Game Design
Level Design
Narrative Design

Overview

Threadborne is a 2.5D, Top Down game built in Unity that fuses the Survivorlike and Deckbuilding Genres into one.  By combining the constant action of Survivorlikes and the strategy of Deckbuilders, Threadborne offers a new way of slaying the endless hordes.

You play as a nameless Puppet, itself a sewn amalgamation of felt and thread, as it explores a ruined cathedral while fending off endless hordes of maddened creations. Wielding a magical Deck of cards that summon powerful Spells, Attacks and Allies, you must dodge and carve your way forward through your enemies. Each Level up gives you a choice of cards to add to your deck, with every 5th Level allowing you to sew two cards in your deck into one.
Fused Cards inherit both of it's components abilities, allowing for a massive amount of possible combos.

Development

The Game Design process for this Project began about a month before the designated 10 weeks began when Elias, the Games Programmer, approached me with his idea of fusing the Survivorlike and Deckbuilding genres. Using his Prototype as a foundation we worked out many of the Systems and Cards that would make it into the full game.
Once we had the rest of our team we were able to begin Development with a headstart.

Design Goals

Game/Level Design Document

Threadborne Miro Board Link

Learnings

Fusing Opposites

Threadborne was the second Game I worked on and the first made in Unity. Although I was still new to the Engine, the Game Design work we made ahead of time gave me breathing room to get learn.

This Project came with its own unique challenges. For one we did not have a VFX artist for a Game that needed flashy effects for it's cards.
Since a good part of the Game Design work had already been done I took on the responsibility of implementing and attuning VFX from Asset packs into our game.
A challenge I couldn't help with however was the Game Breaking effects of integrating WWise into our game which heavily conflicted with Perforce, causing the Programmer to lose a lot of time Bug Fixing.

The Level I made for the Game was my first foray into 3D Level Design and took a lot of ideation to fit the Survivor-like genre which often features empty, open levels.

Elias' original Prototype called "Card Survivors"

A one page Pitch deck for the game Threadborne

Pitch Deck created for the Clash of Talents event.

The Team

Elias Martinez
Programming, Game Design
Jacob Beiten
Game Design, Level Design
Additional Work: VFX, Tech Art
Christopher Steffan
Producer
Vivian Baehnisch
Lead Artist
Veronika Weigandt
2D Art
Nina Ocker
3D Art
Nico Ioan
Sound Design
Lennart Schultz
3D Art, Props