Matthew Baranek

— PROJECT NAME

This Game is About Robots


— ROLE

Game Designer,

Backend Developer


— DATE

Aug. 2025 – Present

This Game Is About Robots is a 3D metroidvania about a robot.

Manufactured to transfer energy between objects – you are a walking battery

with the ability to power the world around you. Discover new ways to charge

your tools in order to navigate a dangerous retro sci-fi environment.


After a freak accident, you find yourself in the lower levels of Cog Springs,

and uncover the truth that your utopia is a lie.

Now you must utilize your energy powers to escape the lower levels, all while

dodging the watchful eye of a propaganda-powered dictatorship.


Other Links:

TGiAR Game Design Document:

TGiAR Game Design Document


Terminals

Terminals are the Points of Interest in the world that grants the key/upgrades to the player in order to continue their progress.

The first obstacle when designing these terminals was figuring out a way for the player to interact with them without making a new keyboard or controller input to do so. and to do this I challenged this idea by linking the inputs and outputs required to interact with this item to use the same resource that we use for everything in this game, energy.




The players health, ammo, armor all revolve around the players energy. While the player should get this item for free, as these rooms are safe zones for the player and vital to their progress, understanding how a battery robot would interact with this item, but the rest of the world helps to build a sense of depth to the world.


This also has the added benefit to reset the player, as these zones will refill the players energy levels to the base levels as well as their health.


Find more information about terminals here:

TGiAR Terminals


Save System

The save system follows a straightforward set of principles. The users progress is not saved until they interact with a save point which saves the player’s location, Unlocked Abilities, and other information.


However, as development continued, there was a need to save other relevant objects states for when a player unlocked a shortcut, which was decided should always be saved as soon as it was unlocked. This meant the implementation of a different type of save that wouldn't require us to save all of the players information every time this event occurred.

The inclusion of a temporary slot that would be created/saved when interacting with an object that should be saved. However, this information is also saved in the main save slot, and is added to the save slot once the player interacts with it, at which time the temporary slot is removed.


This ensures that saving isn’t getting complicated between parts while allowing us to be more flexible with how we save data.

Time was also dedicated to various documentation visuals, layouts, and templates to make our polish process for documentation a quick one. This was also beneficial for some early UI art used as placeholder.

Credits:

R. Tucker Koepp: Combat Designer, Game Designer, Gameplay Programmer

https://www.rtuckerkoepp.com/


Zoe Radinski: Level Designer

https://zoeradinski.carbonmade.com/


Matthew Vroman: 3D Art, Technical Art, Lighting, VFX

https://www.artstation.com/mvroman


Caleb Wilson: Level Designer

https://calebwilson319.wixsite.com/my-site-1