SENTRY

Fireblade Software

|

Lead Designer

Project Overview

Taking on the Lead Designer role at Fireblade Software, I became responsible for the overall design of SENTRY, an action-defense first-person shooter where players defend their spaceship against a relentless alien threat. Using traps, turrets, and environmental destruction, players repel invading hordes through a combination of defensive strategy and fast-paced FPS action.

Working on SENTRY has allowed me to explore a broad range of game design, from building the campaign and progression systems to developing the game’s FPS combat and 3Cs. As part of a small team, I wear multiple hats, spanning game and level design, world-building, and even trailers and promotional material.

Lead Designer

Fireblade Software

Unity

Early Access: 25 March 2024

PC

Responsibilities

As Lead Designer on SENTRY, I have been responsible for the game design from early development through Early Access and beyond.

As the project’s only designer, my role spans both high-level design direction and hands-on implementation. I oversee the creative vision and gameplay quality whilst designing the core FPS and defensive combat systems, including weapons, deployables, enemies and environmental hazards, alongside the game’s levels, encounters and mission content.

Working within a small team also requires close collaboration. I work directly with art and programming to develop features from concept through implementation, ensuring that gameplay and presentation remain consistent with the wider creative vision.

  • Sole designer responsible for the game’s design direction and gameplay quality
  • Designed the core FPS and 3Cs alongside defensive combat systems including weapons, deployables, enemies and environmental hazards
  • Designed and implemented the game’s levels, encounters, mission content and cutscenes
  • Designed the campaign, progression and supporting game systems
  • Worked directly with programming and art to develop features from concept through to final
  • Balanced and iterated the game through internal playtesting and Early Access player feedback

Throughout Early Access, I have continued to balance and iterate on the game through internal playtesting and external player feedback, adapting and refining the player experience as new systems have come online and the game has reached a wider audience.

Design Work

Feature: Combat & Defense

Designed SENTRY’s core combat around the relationship between fast-paced FPS action and defensive play, combining deployable traps and turrets, environmental hazards and enemy behaviours into a single combat sandbox.

Feature: Campaign & Progression

Designed the dynamic campaign and progression systems that structure SENTRY’s roguelite runs, challenging players whilst rewarding them with new options as the campaign develops.

Feature: Level & Encounter Design

Designed and implemented every single level and mission encounter in SENTRY, creating spaces that support direct first-person combat, defensive play and varied enemy encounters.

In addition to my design work on the project, I have also been responsible for a large portion of SENTRY’s promotional material. I scripted, captured, and edited every trailer and video devlog produced for the game.

Reception

SENTRY launched into Early Access on 25 March 2024 and continues to evolve through ongoing development and player feedback.

SENTRY is available on Steam, where you can find the latest updates and information about the game.