PERSONA NYC

My roles: Solo Developer

‘PERSONA NYC’ is a tabletop RPG campaign module inspired by Atlus’ Persona series. As the solo developer, my work includes all of the game’s art, encounter design, narrative, and written documentation.

For this module, I challenged myself to uplift the existing game system’s lacking aspects, such as under-developed player classes like the Compass, by 5 brand-new subclasses. I also strove to overhaul the game’s combat system to something more strategic and crunchy by incorporating battle grids and several new battle mechanics, such as knockback, territory control, and various weapon types with unique uses.

Featuring A Custom-Built Combat System!

PERSONA NYC is designed around a combat system totally new to the Powered by the Apocalypse system. Inspired by games like Mega Man Battle Network and Into the Breach, the module and all of its encounters are built around an arena-based combat system, where players and enemies alike must compete for territory to limit their opponents’ movements. To compensate for the more tactical, wargaming-style battles, new rules have been added to account for things like movement speed, attack ranges, and even different weapon types with unique areas of effect. Detailed below is an in-depth breakdown of the new combat system and a few of its features, such as weapon ranges and movement speeds.

Handmade pixel-art maps and character tokens!

To give PERSONA NYC its own unique feel, I have been created hundreds of custom art assets, ranging from character tokens to sprawling maps. Eponymously set in the iconic city of New York, New York, I have brought the location to life with many of its iconic landmarks, as well as its diverse populace through pixel art. Many of the map assets feature a comic book panel style to portray snippets of the city and it’s scale without requiring massive assets to be made.

On top of that, I aimed to capture the mystique of the unknown with NYC’s shadow counterpart, the “Sleepless City”, where the players must venture to take on dungeons and do battle with dangerous shadows. Included are several unique “battlefield” maps for each dungeon to compensate for the module’s unique battle mechanics.

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