Eternal Legacy
and other works by Gameloft
ETERNAL LEGACY
25 people locally
Released end 2010
Platform: Android, iOS
Genre: JRPG
Engine: Phoenix (Gameloft)
Eternal Legacy is a JRPG developed in 2010 for mobile, where the player roams in a full 3D world, fight monsters and villains in an epic story-driven journey. It was Seoul studio’s first major creation project (and first in 3D).
As producer of the project, I managed the team with the first use of Agile methods and Scrum in the studio. I supervised all aspects of the development, such as the overall creative, technical and art direction, as well as the story.
Eternal Legacy features seven playable characters with multiple weapons and skills, 50 monsters and multiple quests in 20 environments for 12+ hours of gameplay.
It uses Gameloft’s in-house 3D engine, Flash-based UI, and pre-rendered normal mapping on all characters (Z-brush complete map projection on low-poly models).
This one-year, US$800,000 project achieved more than 700,000 units sales for US$1.5 million revenue.
ETERNAL LEGACY 2
30 people locally
Platform: Android, iOS
Genre: JRPG
Engine: Phoenix (Gameloft)
Eternal Legacy 2 is the sequel to the previous title, a JRPG for Android and iOS that takes the player to space on a quest against evil powers fighting for galactic supremacy.
As senior producer, I was in charge of the kick-off and alpha prototypes for the first half of 2011 with the same role as previously.
The original pre-production allowed the team to prepare an overhaul of Eternal Legacy engine, real-time lightning and normal mapping on all characters, a scripted AI for battles (LUA), and in-house tools for level design, story scripting and balancing.
The project kicked off with the same team as Eternal Legacy in order to capitalize on the experience gained in 2010. It started as a single-purchase title, then switched to Freemium mid-project. It was subsequently canceled end 2011.
ROCKET RACERS
30 people locally
Platform: Android, iOS
Genre: Racing
Engine: Unity 3D
Rocket Racers is a casual kart racing game for mobile, with a realtime online mode against friends.
As senior producer, I supervised the whole project while working on Eternal Legacy’s sequel. It was the first freemium project, and the first use of Assembla for agile management in the studio.
It was the first project using Unity 3D in the studio, with in-house physics and AI in an effort to give as much control as possible to the game designers.
It included 7 fully-customizable karts with upgrades, more than 100 character upgrades, 6 racing tracks and more than 100 solo challenges.
Rocket Racer was originally planned to be embedded in Facebook then switched to mobile mid-project. It was subsequently canceled end 2011.
Gang Domination is a Trading Card Game created for GREE network, where players grow their gang and fight for underground world domination.
It was a six-month order project, for about US$3 million budget, featuring a fixed deadline, high pressure with extremely frequent milestones.
As senior producer on the project, I managed a team that quickly became a multi-cultural strike team with people from 10 different countries on site.
We produced 300 cards in 5 months using several outsourcing companies, and coordinating the art direction with GREE for Japanese and Western markets.
It was the first game project in Gameloft based on web technologies, using PHP and HTML5, with CSS3/JS and Flash animations. A major technical challenge was the multi-tiers architecture (GREE, web & billing, Gameloft).
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