




Role: Designer
Team Size: 4
Players: 2
Engine: Unity
Tools & Languages
Visual Studio | Unity | C# | C++ | Maya | Mudbox | Winsock | Audacity | Photoshop | Bitbucket
Overview
A 3D First Person Parkour game where two players compete with one another to collect the most orbs. Created with other 3rd year university students utilizing Unity and building our own multiplayer systems using WinSock, and integrating additional features in C++.
My role on this project was as the Lead Designer, gameplay programmer, and technical artist handing rigging and animation for bi-ped character models and first person hand/arm models. In addition, I handled UX, sound design and was in charge of producing trailers to showcase various features of our project.
Our project was selected as a representative for our university at the LevelUp Student Showcase in Toronto. It was also available to be played publically.
Project Goals
- Create a free flowing parkour movement system for players to traverse around the environment.
- Ensure players had multiple avenues to reach a destination, with a minimum of 3 unique ways to get to the same location.
- Design multiple factions for players to select and play as, each with their own unique weapon and ability pairing.
- Build features around movement.
- Local and Online Multiplayer capability, along with anti-lag capability (Dead Reckoning Movement Prediction).
Responsibilities
- Construct a minature city arena with different districts, distinct layouts and multiple avenues of traversal.
- Design 8 distinctive weapons that each interact with movement in a unique way.
- Design 8 distinctive abilities unique to a faction that each support movement in some way.
- Design and build traversal systems, including running, jumping, wall running, ledge climb, and gliding.
- Design (Game, Level, User Experience, Controls, Balancing, Feedback, Atmosphere)
- Audio Design for in game sfx such as footsteps, wind, wallrunning and more.
- Hazard Design
- Creating short videogame promotional trailers.
- Rigging and Animating Character models (Biped, First Person Hands) and weapons (Guns)
- Programming gameplay mechanics.
- Coordinate between team members to establish tasks and prioritize features to ensure we are meeting deadlines and producing a final product.
Additional Details
- Genre: Multiplayer Parkour Runner
- Language: C#, C++
- Duration: January 2015 – April 2016 (4 Months)
- Platform: PC
- Controls: Keyboard, Gamepad
Detailed Work
- Design
- Level Design
- Game Design (Camera, Controls, Mechanics, Balancing, Game Feel)
- Guns (Mechanics, Concept Art, Rig, Animation)
- Assault Rifle
- Pistol
- Sniper Rifle
- Auto Grenade Launcher
- Seeker Rifle
- Tether Gun
- Abilities
- Blink
- Smoke Screen
- Light Run
- Shield
- XRay
- Pickups and Hazards (Design and UX)
- Traversal Systems (Design, Implementation/Programming (C#), UX)
- Running
- Jumping
- Ledge Climbing
- Gliding
- Wall Running
- Guns (Mechanics, Concept Art, Rig, Animation)
- UX Design – e.g. Haptic Feedback, camera shakes, audio responses, visual cues etc…
- User Interface (Ability Cooldown)
- Sound Design
- Programming
- Multiplayer using WinSock
- Dead Reckoning Predicition
- Synch states, movement and positions for characters over the network.
- Producer
- Coordinate with Engineers and Artists to meet ensure each area is on task and working with each other.
- Cinematogrophy
- 3 Trailers to set mood for presentations.