RivalStorm is a player vs player skill based fighting game. Generally, players must rely on resource management (stamina and health), timing, and positioning to make the most of their decisions within a fast-paced duel. The style relies on simple low poly 3D models, and focuses on simple shading and bright colors. There’s an inherent reliance on managing the character’s stamina, as stamina is directly correlated to health, movement speed, damage dealt, and damage taken. Stamina is everything in RivalStorm.
I am in charge of the UI, and other 2D assets within the game.