Infernale Guerra
Infernale Guerra is a competitive free-for-all RTS that revisits the genre by emphasizing accessibility, macro-management, and strategic foresight.
Introduction
Infernale Guerra is an RTS that offers a Tug of War experience focused on macro-management, where players command waves of thousands of units without the need for unit micromanagement. With a strong emphasis on conquest and combat, the game aims to challenge players' cognitive abilities rather than relying on high actions-per-minute (APMs).
Set in Hell, players take on the role of a Archdemon seeking to dominate the underworld after the fall of Lucifer. Using their powers, players summon armies through portals, capturing key points of interest to grow in strength, while unlocking new abilities and skills to enhance their demonic forces. Targeting casual RTS fans, the game offers matches of 25 minutes diving fully into the "easy to learn, hard to master". Appealing to both veteran players and those who have been deterred by the APM-heavy nature of traditional RTS games.
The game is in the Steam deployment process.
My Work
System Design
Designed and implemented all core game systems.
Analyzed and documented the approach to achieving the desired "accessibility".
Balanced gameplay depth with ease of use to enhance user experience.
Communicated system logic and design constraints clearly to the entire team.
Technical Game Designer
Led the programming team according to production needs.
Implemented various gameplay systems using Blueprints.
Focused on project optimization and performance improvements.
Maintained a clean and efficient development pipeline across all departments.
Team Leadership
Ensured effective communication of essential information across all departments.
Defined and prioritized tasks for each department per sprint.
Participated in team co-management responsibilities.
Acted as the liaison between the team and our publisher (the school).
UI/UX Design
Implemented the majority of the game's UI systems.
Designed the main HUD, menus, and gameplay interface elements.
Collaborated closely with the UI artist to translate design needs into visuals.
Conclusion
Infernale Guerra was a very challenging project to develop, but today, it's the one I’m most proud of. After numerous playtests, we confirmed that the core game design pillars we aimed to implement were functioning as intended, resulting in an RTS that is "easy to learn, hard to master."
These playtests showed that new players, even those unfamiliar with RTS games, could grasp most of the game systems and start engaging with the challenge after just about three matches—roughly an hour of play. At the same time, we also saw strong potential for competitive play, to the point where implementing an ELO ranking system became essential.
From a production standpoint, the project was a great opportunity to consolidate everything we’ve learned over the past few years. It allowed us to create a game that, as developers, we genuinely enjoy playing ourselves.
One of the most difficult aspects of the project was managing the pipeline and communication between teams. The gameplay placed significant constraints on the art team, which led to multiple reworks. Finding the right balance between everyone's expectations took longer than we would have liked. Fortunately, later discussions helped resolve these issues, leading to a smoother end to production and a very positive team experience.