
Welcome to Worlds Collide! The inaugural title of Black Swan Studios, a group of 18 student developers operating out of West Lafayette Indiana.
Worlds Collide is a simplified RTS with roots in Blizzard-like gameplay
• Play how you please. Anything is possible between army selection, branching upgrades, evolving terrain, and the infinite strategies and counterstrategies integral to RTS gameplay!
• Approach-ability is key. Simplified army composition and mechanics drastically lower the boundaries of play (an unfortunate staple of RTS franchises).
• Interact with the battlefield like never before. Featuring an interactable and reactive environment, players will shape the battlefield through construction and conquest.
Easy to pick up and hard to master, watch as your army and the world around you evolve and adapt to each real time decision.
The amazing team at Black Swan Studios
Noor Amin - Primary Advisor
Carlos Morales - Business Documentation Advisor
Jake Bell - Marketing Advisor
Real Time Strategy (RTS), like Blizzard's Starcraft II, remain one of the most prolific games genre's and maintain a devoted core of players. However, high skill barrier often dissuade new players before they have the opportunity to unlock the full experience. As a result recent releases such as Stormgate and Tempest Rising have found varying success among traditional RTS crowds, but have struggled to reach new audiences.
We began by conducting a case study of Starcraft II. We separated all directly implemented mechanics - setting aside implied mechanics such as micro and macro - then ranked each depending on its mechanical complexity. What we found was that nearly every aspect of the game overlapped with a branching inventory system that required a heavy dependency on hotkeys and rendered many interactions several inputs away from a given game state.
Watching veteran players interact with these systems it showed a level of memorization and muscle memory that would set a high boundary for experienced players looking to pick up the game. As a result, new players weren't able to interact with the game at the same pace as experienced players.

Because the branching inventory itself provides build diversity and is to RTS gameplay, we decided that the system itself is essential. So instead of replacing it we set out on designing a tree that was much more simplified. After brainstorming, testing, and adjusting for scope - our final list of high impact mechanics changes are listed below:

A living document, created prior to team formation and containing info (or links to the info) for all aspects of game design and development
Tracks the intentions behind armies and units to be further iterated on in person and in other documents.
A data-driven approach to balancing our units and armies using a point-based system comprised of multipliers according to design principals and applied in conjunction with unit's delta from average statlines.
Also created a simple text-based C program that allowed us to simulate simple combat interactions between units.
A draft of the intended UI with different objects selected. Handed overt to art team for implementation.
Created by collaborating with team members and outsourcing agents I created several backlogs containing very specific tasks and completion goals.
In the case of outsourcing agents these tasks were translated into timelines which were reflected in their contracts.
Unfortunately, our team Jira has been lost to time but the outsourcing backlogs were contained in drive. Our VFX backlog is provided as an example below.
Another Living document created as one of our initial project artifacts. The publishing deck is used, at the moment, as a representation of our team and our project in professional settings outside of the studio.
Created as a process check to ensure group ownership of our overall design direction as we further iterated and realized our game!
Although with the greatest intention, in hindsight this greatly decreased our available time as it increased requirements for our all-hands meeting and acted as a barrier to iteration/design velocity.
Created as a composite contract to communicate roles, expectations, and terms of engagement at all levels and roles within Black Swan