
Other Projects
Twin Stick Jukebox
The Twin Stick Jukebox was a collaborative project between several groups of developers: each would develop a different game mode for a twin stick shooter that would be part of a collection of game modes, the so-called “Twin Stick Jukebox”
Our project group collaboratively designed the payload style game mode, while my responsiblitiy was the design and implementation of a unique weapon and enemy, as well as auxillary functionality like the barrier dash and weapon system.
4 Devs
8 Weeks
Twin-Stick Shooter
Unreal Engine 4
PC
University Project
Concepting
Each of the features I developed, from the weapon and enemy to the barrier dash and weapon system, started out with competitor research and extensive ideation through rough sketching. The developed ideas were then further explired and refined over time, with final polished sketches which would be used as the baseline for the next steps in development.
Feature Breakdowns
The implementation phase of the weapon, enemy and other features started with the creation of a detailed feature breakdown graph. These graphs broke down each features functionality as much as possible, guiding me along the implementation process, making it as easy and efficient as it could be.
Implementation
Making use of the feature breakdowns, I would implement the features step by step. Using playtesting data and our QA pipeline, I was able to refine each feature bit by bit until the end of the project. In total, I created a combo-based hammer melee weapon, an artillery enemy archetype, a barrier dash ability and a weapon inventory system.
Steam Bump
The final project of my first study year, and also the first interdisciplinary project of my studies, is a frenetic and chaotic steampunk inspired online action-party game. In Steam Bump you control a flying machine equipped with a grappling hook, trying to reduce your opponents health to zero by grabbing them and bumping them into a wall.
My main contributions were researching, implementing and iterating the first-person flying character controller and its game feel.
9 Devs
8 Weeks
Action Party
Unreal Engine 4
PC
University Project
Concepting
The first few weeks of the project were spent with concepting. The idea of a game based around a flying machine emerged quickly, and after my personal contributions of the Mario Party Bumper Balls mini game as well as the hookshot and the idea of dealing damage by knocking your enemy into a wall from Overwatch the concept was set in stone.
3Cs
Throughout the project my main responsibility was creating the 1st person flying character controller. Before implementation I created several prototypes, including experiments in 3rd person, and did research into reference games such as Forsaken and Descent. During this process I made sure to create a result that is both satisfying to control and harnesses the chaotic arcade nature that we were targeting.
Game Feel
Towards the end of the 8 week project I put my main focus into improving the feel of the character controller. By making use of the findings of the reference research and rapid playtesting, I continously iterated by making use of things such as screen blur, camera rotation in relation to lateral movement, idle camera movement, sound effects and more.
2D Platformer
In this team project, intended to introduce production concepts such as the agile method and SCRUM as well as core concepts of level design, a small group of designers were tasked to create a 2D platformer with of levels and mechanics.
Each team member individually developed a set of 3Cs before the team chose one as a final shared version. After this, each of us had to design and develop a unique level design element and accompanying level, creating documentation and iterating it over time based on playtesting.
5 Devs
8 Weeks
2D Platformer
Unreal Engine 5
PC
University Project
3Cs
At the beginning of the project, every team member started by developing a unique set of 3Cs based on a provided template with the requirement of including a dash ability of some kind. By taking inspiration from the ground slide from the Mega Man X series, I was able to create a character which, after some additional polish, was then used as the team’s shared player character.
Feature Design
As the unique element of our game, I created a metronome system, making use of event dispatchers tied to the pulse of a drum beat. By making this system easily usable by the whole team, we were able to tie each level mechanic , including the breakable blocks I created, to the beat by linking their functionality to the event dispatchers, giving our game a unique rhythm-based identity.
Level Design
Developing the level went through several stages, starting with extensive sketching based around the breakable walls mechanic I created. From the vast array of scenes sketched out, I created the one pager you can see below. Through extensive playtesting, iteration and QA, I was able to steadily improve the level over time.