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These documents were created during the AIV courses, analysed by our mentor and declared eligible for my portfolio. 

They are the result of team and individual work, 

During our game design masterclasses we went through “Types of AI”, in this particular case we studied the MIN/MAX AI type. Our task was to create, on excel, a pokemon move effectiveness calculator for GEN I of pokemons and get a result from -1 to 1 of the chance the AI has to choose a move from a given pokemon moveset.


I was responsible for the final Formula creation (Pic 6), the table formatting and the automatization of the calculator (Pic 1) through the sheets, the Formula for the effectiveness calculation tables of pokemon A and pokemon B (Pic 2) and the automatization of the AI MIN/MAX values (Pic 5) based on the calculator conditions.


This document is capable of automatically calculating the chance a simple pokemon MIN/MAX AI has to choose a move.

During my 2nd year at the academy I was the Scrum master and team leader of the project. After being introduced to the Agile Manifesto in classes I created this document to keep track of the team work and the actual velocity my team had. 

I developed all the Formulas to make the entire document automatized so that changing a single value or selecting an option in a dropdown list would automatically give the outcome in another sheet.

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The document is divided in 5 sheets:

  • A Scrum planning in order to manage the work for every team member, the general progression and all the most important data from every task

  • A Poker sheet where every team member have been voting the value to give to the tasks following the first 5 Fibonacci Sequence number but discarding the 5 and adding the 11

  • A Backlog where we did explicit all the tasks needed for the project completion divided by Epic → Tasks → Sub-tasks, their values and progression.

  • A Velocity automatic calculator based on the actual values of every task we voted in the Poker section minus the actual completion of that task during the year. Getting the outcome of the estimated weeks and sprints needed to finish the project

  • A Team Info sheet to simply keep track of every member availability during each week in order to adjust the workload to fit with everyone needs

 

A fully organised document that led to a fully organised workflow.

The AIV's Game Design masterclasses led me to know more about the Opportunity Design, the best way to create patterns, encounters, patter breakers over an open world designed game. Most of my extremely detailed work was about to create the most accurate formula in order to simulate patterns, encounters and rewards over several conditions, some of them from the player set others from the environment.

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The document is divided in 7 sheets:

  • A Dashboard where the user can choose the interested Biome, after that the dashboard updates automatically with the possible Biome Data to insert. The user can now check the environment data
    • The Storm
    • Night / Day
    After that the Dashboard will output all the information about the enemy encounter, the possible rewards, the pattern breakers if desired and the combat result driven by the Drunkenness.

  • A General Data sheet where all the Data of each Biome is stored, this sheet controls the input data for the Dashboard sheet, it also expose the weight each Data has in the final percentage calculation. Each Biome has a specific Input Data that makes it unique.

  • The 4 Biomes sheets in each one is stored the basic information about each Biome's enemies and the percentage of encounter possibility. Here a preview of the value is showed, based on the input Data of the Dashboard. It's dynamic, it changes with the storm and the daytime.

  • A Rewards sheet  where are listed the possible rewards of each enemy for each Biome divided in 3 rarity tiers.

Technical Skill

©2022 for Marcello Di Staso - Game Designer.  Wix.com

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