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ROGUE WILD TACTICS

“Rogue, Wild, Tactics… GO!”

TEAM

Game Designer: 

Project Lead -  Tommaso Ferrero

Lead Designer -  Guido Meo 

Emanuele Carbonara - Sebastiano Italo Caradonna


Game Programmer: 

Lead Programmer - Amedeo Cuttica

Luca Manuel Orsoni - Paolo Brogni - Roberto Macetti


Concept Artist: 

Lead Artist -  Francesco Giglio

Sara Francofonte


3D Artist: 

Lead 3D artist -  Matteo Domina 

Daniele De Giglio - Andrea Hoxha

An RTS where chaos is your friend

Rogue Wild Tactics is the last project that I worked on during my year in Digital Bros Game Academy. It lasted almost for six months and it was commissioned by 34BigThings. We were asked to create a real time strategy game without direct control of the units on the field.


We decided to create a high synergy world based on a complex system design. In RWT you control a gang of bandits, and you have to overcome your enemy beating him in a fully automated world. 


RWT was a big challenge for me, both as Lead Project and as Designer. I loved structuring AI and Systems of a fully automated world, and working on complex systems, discovering new in-engine functions, creating a good work flow and managing the team all together  has been a wonderful way to learn a lot of things. 


The most difficult part of creating Rogue Wild Tactics has been to create a good UX. Having a fully automated world meant to have a lot of feedback and to make clear a lot of things. We worked hard fighting against time, it was very difficult to coordinate fourteen people's work for me while working as designer to polish the comprehension of the game. 


In the end we managed to create what we wanted from the beginning in a very pleasant way:  every game on RWT is never the same but it’s always funny. I’m looking to experience new challenging projects as this one was.

Try RWT on ITCH.IO

In the mood for some Detail Design Documents?

Here how I worked on System Design and AI Design  in RWT

RWT TRAILER
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