Madshot logo on top of a concept picture of the main character. He's wearing a cthulhu mask and shooting 2 guns
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Case Study

Madshot

We created and tested concepts for a challenge system for Overflow Games' rogue-lite shooter game Madshot. We conducted research, benchmarked, and playtested Madshot and five other games that inspired it.

We then created concept sketches and prototypes, which we tested through multiple iterations. The final prototype received positive feedback, with the majority of players understanding and enjoying the challenge system.

As the project leader, I was responsible for organizing and managing the project, as well as maintaining communication with the client and overseeing & participating in the design and prototyping process.

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DEFINING & RESEARCHING

The project involved designing and testing challenge concepts for Overflow Games' Madshot, a rogue-lite shooter game. The goal was to create a non-grindy challenge system that would be well-suited to the game and not overwhelming to the players, fans of fast-paced rogue-lites.

The research focused on understanding the current challenge system in Madshot, how challenges are implemented in other games, and what makes players feel cool when playing a rogue-lite. We also sought clarification from Overflow on Madshot, as the game was in pre-alpha at the time.

Five game posters: Hades, My Friend Pedro, Dishonored, The Binding of Isaac: Rebirth, Darkest Dungeon

5 games that inspired Madshot

Screenshot from Madshot pre-alpha

Picture of our team during the workshop, looking at sketches on the wall

Concept sketches

Screenshot of the prototypes in Figma

From the concepts, we created 4 versions of the prototype

PROTOTYPING & TESTING

We ideated and identified five key concepts, including introducing challenges through cutscenes and allowing players to choose new challenges during runs, and selected the top solutions to prototype. To guide the prototyping and testing process, we created a storyboard and player journey.

We developed four versions of the prototype, incorporating feedback from player test sessions to make improvements in each iteration. During the tests, the players were introduced to the challenge system through the prototype, and the gameplay through an alfa on Steam.

The final prototype received positive feedback, with most players finding the challenge system easy to understand, navigate, and well-integrated into the game's lore and theme. Overall, the challenge system received a positive response from players, with a majority expressing gratitude for its ease of understanding and appreciation for the incentive it provided to continue exploring the game.

Discord screenshot of the video call

Presentation day!

"Super useful!"

"We're definitely going to use this!"

"You've been very resourceful!"

Some quotes from Overflow

Implemented vs of the challenge book vs prototype version

From prototype to implemented solutions

DELIVERY & TAKEAWAYS

I successfully presented our findings and proposed solutions to Overflow Games, who were satisfied with the results and implemented the proposed challenge system in Madshot.

During the project, we learned that switching between the prototype and the game during testing could be confusing, and that it can be challenging to test concepts at a very early stage of game development. Therefore, we advised Overflow to conduct their own testing after implementation to ensure smooth player flow.

We also learned the importance of reminding test players to focus on the prototype and concepts, rather than the pre-alpha version of the game, and the value of conducting a mock test session before actual playtests.

PROTOTYPE
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