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HIGHLY

GRADED

BACKSTABBERS

Duel a friend in this fencing  inspired fighting game with a sinister twist. You can only defeat your opponent by stabbing them in the back. Outsmart, dodge, parry and manage your stamina all to find a way to reach your opponent’s back.

GAME OVERVIEW

Backstabbers is a 3D semi-fast paced 1v1 arena fighting game with a clean cell shaded art style. Players must stab their opponent in the back while fighting in unique looking arena’s. Both contenders have a plethora of options to reach the opponent’s rear side like dodging, shooting and parrying. But keep an eye on your opponent’s and your own stamina. Running out of stamina will lead to a stun which is a golden opportunity for a back stab.

DESIGN GOALS

The idea of backstabbers is to create a semi-competitive fighting game with an unorthodox win condition where players must forge their own strategy whilst also being able to adapt their plan to achieve victory. We also focus on giving various kinds of tools for forging a strategy so that players can have more opportunities to express themselves when coming up with one. We aim to make the game as stylish and cool as possible so that players can have quick moments of excitement. We are also planning to create a somewhat competitive fighting game with a lower execution cap while also retaining the core principles of competitive fighters like Yomi, spacing, footsies, meter management.

DEVELOPMENT

Backstabbers was a 5-month long school project developed in Unity where I was the lead game designer, project leader, animation scripter and UI designer. We first started coming up with a concept and later then refined it to something we can work on. Not everything was directly set in stone and where only finalized during the development. During playtesting we thought of certain gameplay ideas that would change the game significantly such as increased game speed and different stamina systems. We didn’t want to throw those ideas, so we changed them to be the different game modes of backstabbers. Backstabbers wasn’t the first project where is assumed the leader role, but I still gained a lot of insight such as planning task for my team members, realizing game design concepts and communicating with team mates. The project itself was highly rated by our teachers for its idea, execution and feel, giving me a score of 80%.

DEVELOPMENT TEAM

  • Sven Panes Robelo: Project Leader, Game Designer, Animation Scripter, Final UI Designer

  • Robine  Dumoulin: Stamina System, Roundmanager System, Perforce manager

  • Seppe Roelandt: 3D Models, Camera System, End Visuals

  • Cedric Kamermans: Player Script, Dome System, Shader Scripter

  • Liam Hernandez Lucas: Audio, UI Prototype, Menu Prototype

Sven Panes Robelo

Hi, my name is Sven Panes Robelo.  I am a Belgian Game Designer who studied Independent Game Production at the award winning and prestigious Digital Arts and Entertainment(DAE) College.

Since I was a child, my passion has been video games.  As an adult, actually being able to pursue a career in this field is a childhood dream come true. 

Specifically, my main interests are how games are designed and directed.  Naturally, this is where the bulk of my skills lie.  I am enthralled about combat and movement in video games and how video games can push the story medium.  I enjoy managing projects from start to finish.  I thrive when tasked with helping others with their ideas and concepts, writing and working these into design documents, and then finally seeing the finished product. 

I am a very social and optimistic person.  I am always looking for ways in which to improve through work and experience. 

Producing games that have heart is what I truly strive for. 

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Some of my favorite games: Persona 3, Cave Story, Nier: Automata, Metal Gear Solid 3: Snake Eater, Devil May Cry 3, Bayonetta 2, Street Fighter 3: Third Strike, Skullgirls, Va11-Hall A: Cyberpunk Bartender Action

© 2018 by Sven Panes Robelo. Proudly created with Wix.com

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