Hex & Havoc
A magic based FPS with fast paced arena style gameplay.
Roles: Game Designer, Level Designer, VFX, UI
Timeline: 10 weeks
Tools: UE5
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Hex and Havoc is a First-Person-Shooter set in a stylized fantasy world, where players will take on the role of a wizarding student defending their school from a sudden onslaught of monsters. Players will fight their way through a magical library setting, using lightning and fire-based powers to defeat an array of monsters to stop them from escaping from the University of Spellfast.
Gameplay: Magic based FPS
Genres: Shooter, action adventure, fantasy
Platforms: Console and PC
Features: Custom SFX, music and voice acting
Target audience: Age 12+ casual gamers -
Design a humorous power fantasy
Create a polished vertical slice
Develop an efficient workflow for collaborating
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A polished vertical slice that has won 2 awards at the Game Republic Student Showcase 2025.
Game Republic Student Showcase Award Winner
3rd Place Award for Game Level Design
3rd Place Award for Game Narrative Design
Game Development Process
My process for designing and iterating over Hex & Havoc’s game features.
Page section links:
Game Design
Game Design
Gameplay inspiration
In week 1, we held a meeting to pitch game ideas to each other. A couple teammates and I were interested in making a magic based FPS. I presented what I considered were some of the advantages of this direction.
Immortals of Aveum
Immortals of Aveum’s eye catching meta UI and VFX.
We could use VFX and meta UI to support our game’s magic theme and narrative in creative ways.
Doom Eternal
In Doom Eternal, players heal when attacking enemies.
This approach could encourage agressive gameplay.
When players chainsaw enemies, they drop ammo.
Our game could drop items players need to cast different elemental attacks.
Planned Game Features
Our team then outlined in a Moscow what gameplay features Hex & Havoc must, should, could and won’t have.
Features I initally developed
All VFX
Level designing the first 3 rooms
Knight enemy’s behavior
UI Design wireframes
Design Pillars
I defined our initial design pillars after discussing gameplay features with fellow designers. Overall we wanted players to feel strong and in control as they ran from room to room destroying everything in sight.
As a wizard with a variety of spells, I want learn which spells are best for which enemies to feel powerful and in control.
Do
Playful Power Fantasy
Power Fantasy
Players will feel strong and in control using their powerful spells and humored as their enemies burst into pieces and explode.
Fast Paced
As a wizard exploring a series of unique rooms with different layouts and enemies,
I want to feel skillful and competent in how I adapt to these new scenarios.
Destruction
Player Stories
I outlined what we want players to do, think and feel as they played Hex & Havoc. Based on how we want to challenge players to think, I wrote player stories describing our intended gameplay experience.
Defeat all of the enemies in each room
Find lore pick-ups about the school's library
Which spell should I use for this combination of enemies?
How do I need to adapt my strategy in this new room?
Feel
In control
Skilled / competent
Feature update workshop
Leading up to our final weeks of development, I made and walked our team through a workshop to revisit our intended gameplay experience, review feedback from our professors and decide together what we’d like to focus on. The workshop ended with a brainstorming session where we timed ourselves writing down our concerns for the project and what we’d like to refine to then discuss where to focus our efforts.
Redefining Design Pillars
Our professors and play testers alike enjoyed the environment art and assets so much that players wanted ways to interact with the environment. With our team deciding to add lore pickups, I redefined our design pillars to be less focused on fast gameplay and destruction to focus on environmental story telling.
’Boomer Shooter’ Combat
The retro arena-style level design, coupled with fast-paced combat, will have players ducking and weaving between enemy projectiles.
Environmental Story Telling
Love notes, potion ingredients and bulletin boards scattered through out the level will describe the chaotic and fantistical happenings at University of Spellfast.
Updates we decided to focus on
Refining UI Design
Adding lore pickups
Adding SFX, more voice over lines and music
Adding more enemy animations and attack responses
Redesigning the boss battle
Quick win level design improvements
Think
Retrospective
Extend mechanic into gameplay loops
Play with Prism’s magnetic abilities to discover what affordances they intuitively provide players to design meaningful systems.
Develop a combat gameplay demo
Demo Prism’s gameplay in a battle arena level to showcase her abilities and platforming.
Gameplay walkthrough