Project Aurora
Turning a game vision into systems, priorities and decisions the team can build.
Within a three-person team, I lead product vision, game systems, scope and prioritization. After validating the technical and gameplay core through the PoC, the project moved into Early Production.
- Role
- Product Lead & Game Design Lead
- Stage
- Post-PoC · Early Production
- The product core and its main systems have been defined. The PoC confirmed movement, the combat foundation and the technical direction; the project is now in architecture consolidation, system refinement and production of its first complete content.
- Product
- Independent Game · 2D Beat 'em Up
- Focus
- Product Strategy · Game Systems · Combat · Progression
- Product Leadership
- Game Systems
- Technical Product
- Game Design
- MVP Scoping
- Unity
Technical Scope
- 3People on the team
- Post-PoCCurrent stage
- CoreTechnical and gameplay core confirmed through the PoC
- VisionProduct systems defined
The Opportunity
Project Aurora started from the opportunity to build a contemporary beat ‘em up where Brazilian identity is part of the game itself. Not just in the setting or the art, but in the characters, regions, combat styles, progression and narrative.
The challenge became turning that identity into systems, rather than relying on visual references alone.
My Role and Team
Project Aurora is being developed by a three-person team. I serve as Product Lead & Game Design Lead and own the main decisions around vision, systems, scope and prioritization.
My work is to turn the creative direction into a product the team can discuss, prioritize and build. That covers gameplay loop, characters, combat, progression, economy, campaign, hub and deciding what needs to be confirmed first.
The two developers own engineering decisions and implementation. We work together on feasibility discussions, architecture and technical trade-offs.
Product
- Vision
- Positioning
- Scope
- Prioritization
- Roadmap
Game Systems
- Core loop
- Combat
- Characters
- Progression
- Campaign
- Economy
Engineering Collaboration
- Technical feasibility
- Requirements
- Risk reduction
- Scope alignment
- Validation
The team works collaboratively, with clear ownership by area. Product and game systems sit under my lead. Engineering and implementation belong to the two developers.
Brazil as a Game System
Brazilian identity directly shapes product design decisions:
- Art with visual references
- Location names
- Regional soundtrack
- Themed environments
- Characters with regional combat styles
- Regions with distinct characteristics
- Progression connected to the universe
- Narrative integrated into gameplay
- Systems that reinforce identity
The differentiation does not rely solely on art or setting. It is built into the game’s own rules and systems.
From Vision to System
- Product vision
- Game pillars
- Core loop
- Game systems
- Technical requirements
- PoC
- Early Production
A game idea is not yet a buildable product. Part of my work is breaking the vision into systems, behaviors, priorities and risks that the team can discuss and work through.
Core Game Loop
The diagram below represents the target product loop, including systems still in definition such as the full hub and progression.
- Underground hub
- Prepare and choose destination
- Enter region
- Combat
- Progress
- Boss / Objective
- Return to hub
- Upgrade / Prepare
- Next region
The loop is designed so that every departure from the hub has a clear objective and every return offers a progression decision.
Three Decisions That Shape the Experience
Turning Menus Into Part of the World
The game needed to connect region selection, upgrades, items, NPCs, narrative, preparation and progression. The simplest path would have been a set of independent menus. The decision was to centralize all of those functions in a diegetic hub, an underground space that belongs to the game’s own world.
- Stage selection as a separate screen
- Upgrade disconnected from the world
- NPCs without narrative context
- Lower implementation cost
- Navigation integrated into the universe
- Upgrade with a location in space
- NPCs with presence and function
- Narrative and gameplay connected
- Higher content cost
The trade-off is real: more art, content and implementation in exchange for greater coherence between navigation, narrative and progression. The full hub belongs to the product vision and will be built during the production phase.
Adding Depth Without Losing the Arcade Feel
The product includes planned progression and character evolution systems. The design challenge was making sure those layers do not turn a beat ‘em up into a menu-heavy RPG.
- Complex progression menus
- Overly tactical builds
- Combat secondary to preparation
- Steep learning curve
- Combat as the central experience
- Progression as a depth layer
- Easy to start, hard to master
- Meaningful choices without overhead
Progression systems are planned and partially defined. Full implementation is part of the Early Production phase.
Easy to Start, Hard to Master
Characters share a control foundation any player can pick up quickly. Depth comes from timing, positioning, combinations and the differences between combat styles.
- Basic movement
- Basic attacks
- Combos
- Positioning
- Dodges, grabs and weapons
- Special systems
The simple foundation allows immediate entry. The deeper systems reward players who decide to go further.
Validate the Core Before Scaling Content
Before producing characters, levels and enemies at scale, we needed to know whether movement and combat could hold up as an experience.
- 7 playable characters
- Complete campaign
- All regions
- Dozens of enemies
- Complete hub
- High unconfirmed technical risk
- Movement confirmed
- Combat foundation confirmed
- Base enemies tested
- Camera and HUD verified
- Mini-boss tested
- Technical direction confirmed
The PoC was used to reduce technical and gameplay risk before investing in character, region, enemy and campaign production. Content production begins with the foundations confirmed.
Current Stage and Product Vision
- Movement core confirmed
- Combat foundation confirmed
- Technical direction confirmed
- Architecture consolidation in progress
- System refinement
- First complete content in production
- 7 playable characters (planned)
- Multiple Brazilian regions (planned)
- Character progression (planned)
- Complete underground hub (planned)
- 30+ enemy types (planned)
- 8 bosses (planned)
- Full campaign (planned)
Everything in the product vision column is defined and planned. None of those items are presented here as delivered or implemented.
Product System Map
These systems were designed as parts of a single experience. Characters shape combat styles. Combat feeds into progression. Progression and preparation run through the hub. Regions organize the campaign and the narrative.
The map below represents the full product vision, not the current state of implementation.
- Characters
- Combat
- Progression
- Hub
- Regions
- Campaign
- Narrative
From Product Decision to Implementation
My role does not end when a mechanic is defined in a document. It needs to become a system behavior the team can discuss technically.
- Game concept
- Product requirements
- System behaviors
- Technical discussion
- Implementation
- Validation
That shows up in decisions about animation, controls, camera, character states, enemy behavior, HUD and system integration. Implementation and engineering decisions belong to the developers. My responsibility is the product intent, the expected behavior and the prioritization.
Next Phase
With the technical core confirmed, the focus now is turning that foundation into a first complete slice of the experience.
What is in progress or defined for this phase:
- architecture consolidation
- combat refinement
- enemy systems
- first complete content
- HUD refinement
- progression systems begin
- hub systems begin
These items represent the Early Production path, not delivery commitments.
What Still Needs Validation
Some product hypotheses still depend on playtesting to be answered. These are not identified problems. They are questions only a playable build can resolve.
Once the first complete content is playable, it will be possible to evaluate how combat feels in longer sessions, the overall pacing, difficulty, objective clarity and how the first complete slice holds up as an experience.
As character, progression and hub systems come online, a second set of questions will follow: whether character variety reads clearly in combat, whether progression adds depth without pulling focus from the action, whether the balance between arcade rhythm and deeper systems lands in the right place, and whether the hub fulfills its role with clarity.