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MONSTER DIMENSION TACTICS

OVERVIEW
 

MDT is a monster-collecting, tactical RPG with souls-like elements, rooted in a dark, sci-fi fantasy setting. 

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The result is a game that has the player explore a hostile world, battle and tame powerful monsters, search for loot, level-up and customize builds. A game with lots of replayability value, where each player could tailor the game to their preferred playstyle. 

My Role:

Sole Developer

Trailer

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A GLIMPSE INTO THE  TALE

  • Plan Everything: I dedicated 3 months to planning and research, while creating the GDD in parallel.

  • Code, but faster: I optimized pathfinding algorithms to enhance frame rates by 1900%, preventing abrupt drop in framerates during large-scale battles. 

  • Time-Tested Techniques: I used specific case examples from games that I know, for insight on how certain game aspects can be used and how to implement them.

  • Mechanics and Lore: By finding clever ways of introducing game mechanics to the player, the world-building develops as they play.

  • Improvise, Adapt, Overcome: By being flexible with the art style, I created the desired environmental aesthetic despite a shortage of available artists.

  • Looks Are Important: To keep the player engaged, the Player-Character has 20+ attacks each with its unique animation. Every monster has unique animations. Every attack has a unique VFX and SFX.

The Full Story

Monster Dimension Tactics (MDT) was born from my work on Duels of Fate: Tactica, evolving from a turn-based board game into a digital tactical RPG. I dedicated three months to planning and research, and developed the Game Design Document in parallel to ensure a solid foundation.

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During the research phase, I analyzed classic tactical RPGs like Final Fantasy Tactics (FFT) to inform key mechanics. For example, after realizing that FFT’s way of handling a unit’s turn did not work for MDT, I designed the turn-order system to allow player-controlled units to act before enemies. This decision prioritized performing combos over gameplay complexity, and streamlined the new player experience.

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​​​As development progressed, I continued adapting classic game mechanics to fit MDT’s goals. When existing systems fell short, I quickly devised original solutions. For example, when addressing unit revival, I created a lore-friendly system where the AI companion, Eros*, uses teleportation technology to bring the protagonist back to a checkpoint. In other words, I focused on integrating gameplay with world-building, ensuring new systems felt immersive rather than arbitrary.

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One challenge I faced was defining the art direction, due to the limited pool of available artists. Originally conceived as a 2.5D pixel-art game, MDT transitioned to a stylized 3D aesthetic, after much refinement. This pivot aligned the game with the original art style despite the constraint, and I was thrilled with the final result.

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​​​​To ensure long-term project health, I developed an in-depth debug menu covering every mechanic of the game, and I engaged in rigorous debugging and quality assurance practices. For example, to prevent severe framerate drops during larger-scale battles, I optimized pathfinding, improving frame rates by 1900% while maintaining visual fidelity.
Additionally, I extensively commented and organized my code to maintain clarity and efficiency. Systems were designed with modularity in mind, allowing for easy expansion and balancing.

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After four months in Unreal Engine 5, I developed a prototype showcasing the core gameplay loop, seamlessly transitioning between exploration and tactical combat. The feedback I received during the LaSalle Game Jam was highly positive, with many expressing a strong interest in playing the full version upon its completion. MDT has been my most ambitious project to date but also my most challenging, deepening my expertise in UE5, game design, and system balancing.

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*Eros integrated seamlessly into the story, ultimately becoming the central element of the narrative. His role also reinforced the game's themes of transhumanism, creating a cohesive experience. It is incredibly rewarding when narrative and gameplay align so harmoniously.

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In FFT, a unit's turn speed is determined by its individual speed stat, making the turn-order unpredictable and chaotic.

In MDT, the player-controlled units always move first, promoting strategic combos and encouraging faster battles.

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The art style we were aiming for: 2.5D pixel art with a fixed camera.

The art style we transitioned to: 3D with a 90° rotating camera. A pixel effect is achieved using dynamic materials and a post-process volume.

Game Loops

Exploration

Combat

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Exploration drives the game forward. These loops work to introduce the various other aspects of the game.

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Builds

Game Design

The games' challenge lies in the combat. In order to progress, the player must master these elements.

To add variety and replayability, the game demands that the player adapts to various situations by experimenting with different builds, encouraging unique playthroughs.

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Lastly, all of the above elements work in tandem to create complimentary and interconnected RPG systems, and the desired overarching experiential goals.

Contributors

Thank you to my awesome teammates who helped make this project come to life!

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Richard Schwambach

3D Modeling, Demo Level

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Tamisaq   Kadjulik

3D Modeling, Animation

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