







Role: Design
Team Size: 6
Players: 1
Engine: Unreal 4
Tools
Clip Studio | Unreal Engine | Autodesk Maya | Substance Painter | Unreal Blueprints
Overview
A 2.5D Adventure game where players take control of Kori as they navigate through a mysterious tower filled with dangers. Dash, pounce and slam through obstacles, as you navigate a variety of traversal related challenges before encountering the boss at the end of your journey. The Gate Keeper.
My responsibilities on this project focused on areas of Design where I concepted and built the level, as well as designed and assisted in implementing the game mechanics. I also was responsible for designed enemy behaviours, scripting our 3 stage boss encounter, tutorialization and UI elements and User Experience work.
Aside from design, I was also responsible for rigging, animation, narrative, and sound design. In addition I played a supporting role programming gameplay mechanics, designing AI systems, Modelling, texturing and working with our composer for the music on the game.
Project Design Goals
- In two weeks develop a side scroller platformer.
- Players gain abilities and skills as they make their way through the level.
- Themed around perserverence.
- Organic levels, challenges and puzzles that utilize non-linear thinking.
- Create a 3 Stage boss fight that captializes on in game skills and mechanics.
- Learn, improve and develop skills as a developer.
Responsibilities
- Design
- Player mechanics, abilities and features.
- Enemy mechanics, abilities and features
- Boss Behaviours, abilities, interactions and similar features.
- Level design, challenges, hazards and obstacles.
- User Experience Design, feedback, progression, haptics, UI, Controls, and more.
- Animation
- All animations in the game
- Main Character Animations (Run, Wall Cling, Jump, Attack, Pounce, Slam, Death, Hurt, Idle)
- Enemy Animations (Idle, Attack, Death and others)
- Boss Animations (Idle, Movement, Transitions, Attacks and more)
- Control Rigs for all Characters
- Animations for Interactables and Obstacles.
- All animations in the game
- Model and Textures
- Model and Textures for Knight enemy character type.
- Audio Design
- Sound Design for Main Character, interactables, hazards and more.
- Voice work for Boss
- Audio Director for Main Character and Guiding Voice character.
- Manually recorded and edited audio.
- Narrative
- Story, barks and other writing.
- Programming
- Implementation of Jump Mechanic
- Supporting programming on a variety of player mechanics
- Integration of 2d animations through flipbooks
- Animation State machine setup
- Co-Write Boss gameplay behaviour, state transitions and features.
- Implementation of a variety of hazards and obstacles.
Additional Details
- Genre: Adventure
- Language: Unreal Blueprints
- Duration: June 2020 (2 Weeks)
- Platform: PC
- Controls: Gamepad, Keyboard
Detailed Work
- Design
- Player mechanics, abilities and features.
- Enemy mechanics, abilities and features
- Boss Behaviours, abilities, interactions and similar features.
- Level design, challenges, hazards and obstacles.
- User Experience Design, feedback, progression, haptics, UI, Controls, and more.
- Animation
- All animations in the game
- Main Character Animations (Run, Wall Cling, Jump, Attack, Pounce, Slam, Death, Hurt, Idle)
- Enemy Animations (Idle, Attack, Death and others)
- Boss Animations (Idle, Movement, Transitions, Attacks and more)
- Control Rigs for all Characters including Main Character, Enemies and Boss.
- Animations for Interactables and Obstacles.
- All animations in the game
- Model and Textures
- Model and Textures for Knight enemy character type.
- Audio Design
- Sound Design for Main Character, interactables, hazards and more.
- Voice work for Boss
- Audio Director for Main Character and Guiding Voice character.
- Manually recorded and edited audio.
- Narrative
- Story, barks and other writing.
- Programming
- Implementation of Jump Mechanic
- Supporting programming on a variety of player mechanics
- Integration of 2d animations through flipbooks
- Animation State machine setup for all characters.
- Co-Write Boss gameplay behaviour, state transitions and features.
- Implementation of a variety of hazards and obstacles.