The first step in becoming a successful game designer is to play good games. That's where I'm at now, playing games all day hoping I will become good at making them.
So, I decided to replay one the games that directly inspired me to design DungeoNeer, Prey. It is an exceptional immersive sim with impeccable level design and immense emphasis on player choice and gameplay approaches. It is one of the best looking games, not just for the graphical quality but also due to its robust and tonally consistent art direction. The environments are well realized both from a, artistic perspective as well from a level design perspective.
For the research on how rogue-like games are created I'm looking into interviews with Hades' developers and I have found a few GDC conferences that explain the creative process and design rational behind their games.
Level Up Your Game: The Untapped Potential of Roguelikes this GDC talk by Tom Cadwell the VP of games at Riot, which is one of the primary reasons I chose to make a rogur-like immersive game.
The action-stealth combat takes influences from Dishonored and Bioshock. Luckily I also got hold of the official Bioshock game design document. Though the Bioshock GDD is more towards attracting investors and publishers, it does provide valuable info and insight into how the game mechanics are described and detailed.


