Akello Fells
Game Designer
Unsanctified
Role: Systems Designer

Game Summary
Unsanctified is a third person horror game with souls like elements.
Responsibilities
During my time at Digital Cannoli Studios, I was asked to design and prototype these specific mechanics:
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Inventory system
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Shop
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Items
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Player Stat Upgrades
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Weapon Upgrade
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Hazards and Status Effects
Items, Inventory, and Shop
When I was brought on to the project, the player can pick up three items and cycle between the three of them. I was tasked with expanding on this mechanic by creating a more indepth inventory system, a shop and new concepts for items.
Inventory System Concept

Image designed in figma
The design constraints I was given for this mechanic were that players would need a place to access the rest of the items picked up in the world. The storage should also have a limited item capacity.
The concept I developed utilizes a three-by-three grid. Players will still cycle between three objects, but now they’ll be able to store a few items in reserve slots.
I chose this approach because the main audience for the game is fans of the Resident Evil series. The concept shares a similar premise, but I simplified it since only consumable items will be accessible.
Inventory System Prototype
Using my concept, I implemented an inventory system that allows the player to hold up to 9 item stacks.
If I were to add more to the existing prototype, I would add a feature that would automatically take items outside your storage and replenish the three active items. This change will speed up gameplay and will give players fewer reasons to access menus.
Shop System Concept

Image designed in figma
The design constraints that I recvieved for this shop are that this shop should allow the player to plan and prepare at every checkpoint.
Shop System Prototype
Image designed in figma
Players can now buy items, and they will go straight into their inventory.
Item Concepts
When designing items, I wanted to give the player opportunities to mix up combat encounters.
The concepts that I decided to create include the following:
Molotov: The player can lob a projectile that will create a small fire, damaging enemies over time. This will allow the player to have an easier time killing large groups of weak enemies.
Lure: The player can lob a projectile that causes all enemies within a large range to move to the area where the item was thrown. This item could be used defensively to prevent the player from being swarmed.
Life Force Scroll: The player will be able to create a small explosion around them that will drain health from all of the enemies caught in it, damaging enemies and healing the player. This item could be used to turn the tide on a combat encounter; it encourages the player to use it in a dire situation as a panic button.
Diluted vial of blood: The player will be able to increase their max stamina and stamina regen. This item could be used to play more defensively by giving the player more opportunities to dodge.
Item Prototypes
Image designed in figma
This is a prototype for the Molotov. This is also when I implemented the ability to use a throwable item.
This is a prototype for the Lure. After the lure runs out, enemies will start to search for the player instead of immediately chasing the player. They will get an opportunity to reposition and reenter combat.
Player Upgrade System
I was tasked with creating a player progression system where players can upgrade their weapons and stats. The primary design constraint I received is that this system should enable players to reshape their builds in various ways and allow them to remake their build at each checkpoint.
Player Stat Upgrade

I designed an upgrade system for the three bars the player monitors while playing: Health, Stamina, and Mana. The player will be able to level up each stat.
I decided to give the player the ability to change these stats specifically because they each encourage different aspects. Health increases for players who care about survivability, stamina for players who want the ability to evade, and mana for players who care more about dealing damage before getting hit.
Player Stat Upgrades Prototype
I applied the concept and developed a system that allows players to upgrade their stats.
Player Stat Upgrades Redesign

I later chose to revamp my stat upgrade system to make it more impactful and to give players more control over their stats.
This mechanic allows the players to purchase stat points as a currency and use those stat points to upgrade stats on their character. Buying stat points will increase each time they purchase one. Players can also decrease stats to gain stat points that can be spent on other stats.
I chose to make this redesign because upgrading three stats did not feel impactful enough for playtesters. I also wanted players to have a large amount of flexibility in their skills from the beginning of the game, with an increase in that flexibility as they progress.
Player Weapon Upgrade concept 1
When designing the weapon upgrade system, the constraints that I was given were that the player should be able to adapt their builds for different combat encounters.
For context, the main currency gain in the game is obtained by killing enemies. If the player dies, then they lose all of their unspent currency.
Given that constraint, the system must allow the player to change their builds without putting the same currency back in their pocket. If the player gets their currency back, that player is at risk of losing not just the progress of the currency they spent but also the currency they haven't spent.

In my first concept, I designed an upgrade system where the player can level up the gun to receive a linear stat upgrade to the gun called a minor upgrade. These upgrades are relatively small gun stat buffs.
After receiving a few minor upgrades, the player will receive the option to select between two different major upgrades. Major upgrades are large buffs that force the player to choose. To allow the player to adapt to different situations, players will be able to toggle between each major upgrade choice.
Player Weapon Upgrade concept 2
I later decided to remake my concept for weapon upgrades because I felt like it wasn't well presented, and it didn't have enough player freedom.

In this new concept, players will be able to use their currency to fill a weapon upgrade bar. After the bar is filled, the player will gain a stat point.
I decided to make this decision to allow the player to invest their points into more expensive upgrades. The bar also leaves many opportunities to make the game feel the a satisfying experience itself
Stat points can be spent to increase specific stats on the weapon.
With this system it leaves an opportunity for the player to respect without risk of losing everything by giving the player back their stat points instead of the currency.

After the player reaches a specific level, they will get the option to infuse their weapon with a chaos upgrade or an order upgrade. This system is similar to the major upgrades in concept 1.
Chaos upgrades are high-risk risk high-reward upgrades that usually prioritize burst damage. Less powerful but stable upgrades that usually prioritize ammo economy and sustained damage.
Weapon infusions are designed to scale with the stats the player upgraded. Players are incentivized to think of what upgrades they made to their stats when choosing infusions. For example, if the player chooses an infusion that increases their damage by 50 percent, they will get a bigger boost from it the more they upgrade their damage.
I added this, intending to add more nuance to upgrading each gun's stats. I also wanted to give the player an opportunity to experiment with different combinations of upgrades.
Player Weapon Upgrade Prototype
I took my concept and implemented it into Unreal Engine 5. I added a cost value to the stats to give myself more control over how many stat points should cost.
I used the infusion concept, and I created a way for players to toggle between infusions. One of my biggest focuses when creating the system was to make sure that players know the effect of each upgrade.
Player Weapon Upgrade concept 3
After watching playtesters interact with the system, I decided to make a few minor changes to the concept to increase how well its presented to the player.

In this new concept, players will be able to use their currency to fill a weapon upgrade bar. After the bar is filled, the player will gain a stat point.
I decided to make this decision to allow the player to invest their points into more expensive upgrades. The bar also leaves many opportunities to make the game feel the a satisfying experience itself
Stat points can be spent to increase specific stats on the weapon.
With this system it leaves an opportunity for the player to respect without risk of losing everything by giving the player back their stat points instead of the currency.

To improve the presentation of the system, I also pitched that the radial bar for upgrading the weapon should grow and change colors while the player is filling the bar.
Status Effect System
I was asked to implement a status effect system similar to Dark Souls, then design concepts for unique status effects.
When designing status effects to add a twist to them, I put infensis on unique ways to get rid of the status effect. I wanted status effects to change the choices players make during combat and exploration.
The concepts that I decided to create include the following:
Ensnared: The player loses the ability to move. The player will be able to get rid of this status by using their dodge. I wanted this status to make the player play cautiously while paying attention to how close enemies are.
Frenzy: the player will lose parts of their health over time and gain a boost in movement speed. The player will need to deal damage to get rid of this status. I want this status to make the player play more aggressively to quickly get rid of the status.