I Am Monster was a game where you collect powerful monsters, evolve them to grow stronger, and destroy everything! I was helping the design a little at the end of development.

A Sense Of Progression

The feedback from the original release of the game was that there was a lack of feeling like you progressed in the game. And it was true - but for a very odd reason.

The game was built with a strong lighting and weather system, however the original release of the game used none of it.

Why? Originally every level in the game would have the Monster jump up into the air, and load a new level with new weather and lighting. But that was changed to instead be after every big boss. But what happens after every boss? It just goes back to the start. So nothing ever changed!

Working with the team, we were able to make some really fun changes - Every “stage” was now a set of weather (Rain, Snow) and level design (City, Desert) and now had unique names. Then throughout the stages, after each mid-boss, the lighting would change. Every stage would start in the morning, then afternoon, and finally fight the big boss at night. These small changes made the game just feel more alive, and give you a better feeling of progress.

The Glory Road

Another thing missing in terms of progression was.. well, an idea of how far you really went, and what you’d get things, and why you’d want to get there.

I designed this glory road - a way to see how far you haf gone, showing the different cities you’ll travel to, and when you’ll see certain monsters for bosses, so you can unlock them.

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