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Skills Used: UI Design & implementation

Role:Systems Designer

Team Size: 9

Project Length: 4 Months

Combat Design

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As the teams systems designer I was responsible for designing how gun combat worked during gameplay. Initially we designed a modular system for weaponry, as we intially had intentions of having the player add upgrades to the gun to change how it worked. With players having different bullet types and fire modes they could use. 

For this I designed three fire modes the player could use. However, this idea was scrapped during development and I repurposed the modular weapon system I developed as a way to develop and interate on weapons quickly. Using the same base blueprint for multiple weapons.
 

I ended up designing 4 unique bullet types for gun play. A powerful single ,  a weaker aoe bullet, a bullet that launched enemies away, and a healing bullet. This set-up worked well, but during testing we found certain bullets were a lot more powerful than others. So we cut the overpowered healing bullet and made it a turret, and then merged the launch and aoe bullets. Ending up with two bullet types the player could use, but both had almost equal usage. Creating gameplay where no weapon was always better than the other.

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Game Balancing

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As part of design, I was tasked with balancing the players abilites, damage, health, etc. with the enemies. I wanted to make each enemy felt distinct in there damage outputs and health, and to make sure no one enemy felt overpowered or underpowered.



 

Skills Used: Game Balancing

Post-Mortem

This was an excellent project for me to help broaden my skills as a developer, this was my first unreal engine project working on a team and I was unfamiliar with how it would play out. But, overall I think the end product taught me a lot about development in this sphere.

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