Bleeding Tree

A dark-forest roguelike with a twist: every run leaves something behind for the next one - your dead character becomes a ghost, and a victorious character becomes the next run’s final boss.

  • Role: Game Director

  • Context: DADIU 2020 Graduation Game

  • Tools: Unity, C#, Shader Graph, Visual Effect Graph

  • Timeframe: 8 weeks

  • Status: Released prototype

What I owned / delivered (as Game Director)

  • Unified team brainstorming into a single direction: consolidated top ideas into a shared vision document and aligned the team around it.

  • Ran daily leadership syncs with discipline leads to keep production moving and reduce miscommunication.

  • Worked across departments to surface strong ideas early and bring them into the project where they fit the vision.

  • In final sprint, went hands-on in-engine:

    • Assisted tech with an enemy AI state machine implementation.

    • Created the No Input Interactive logo (the team’s faux studio).

    • Built rain and lightning shaders/VFX for later levels using Shader Graph and VFX Graph.

How I worked

  • Consolidated team brainstorming into a shared vision, with clear priorities around the “losing is good / winning is bad” meta loop.

  • Kept alignment through daily lead syncs and cross-discipline check-ins, closing loops and preventing drift.

  • Supported the final sprint hands-on (AI state machine help, VFX/shaders) to remove blockers and polish the shipped slice.

What to Notice in video/build

  • The run-to-run persistence twist (ghost helper / player-as-boss) and how it reframes replayability.

  • Mood and escalation as the forest becomes more corrupted closer to the Bleeding Tree.

  • End-of-project polish: atmosphere work (rain/lightning) and cohesion of presentation.

Context

  • Player Goal: Fight through a corrupted forest toward the Bleeding Tree, collecting powers along the way, knowing your run will leave behind a persistent legacy.

  • Core Loop: Choose a weapon → explore/fight through levels → gain powers → die and leave a ghost, or win and become the next final boss → repeat with the world subtly changed by previous runs.

  • What makes it distinct: The replayability twist is systemic: success and failure both create content for future runs, and the ghost/boss inherits the exact powers you had, making each “legacy” feel personal rather than generic.

Design goals

  • Flip roguelike meta-progression on its head by creating a negative feedback loop where losing is good (you get help next run) and winning is bad (you become a stronger final boss next time).

  • Meaningful choices wherever possible, such as optional high difficulty for greater rewards, or greater powers at the cost of high corruption.

  • Make the legacy system personal and readable. Players should immediately understand how their last run affects the next one (ghost helper, player-as-boss), and feel ownership over the consequence.

Constraints

  • Fixed production window: 8 weeks with a multidisciplinary team of 18.

  • Distributed ownership: ideas and implementation spread across many disciplines, requiring strong communication and fast alignment.

  • Late-sprint reality: polish and cohesion had to land under deadline pressure, which is why I went hands-on for AI support and environment VFX.

Build

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