Junior Student Project
Team Size: 15
Roles: Gameplay, AI, UI, Producer
UE4 | Blueprints
First person shooter featuring wall running, power sliding, and an array of enemy types of bosses to defeat. You play as an agent, utilizing a new form of hacking to physically inject yourself into The Grid. Your task is to defeat the rogue AI Titan through any means necessary.
Key Contributions
Implemented several movement-based abilities for the player character, such as powerslide, wallrunning, dashing, and grappling hook.
Powerslide and wallrunning were inspired by and modeled after the same abilities found in Titanfall 2.
Dashing was inspired by and modeled after the same ability found in Ghostrunner.
Grappling hook was completed, but it made other movement abilities largely obsolete in the majority of our level design so it was cut to keep focus on the other abilities.
Designed and implemented all of the following enemy AI:
Machine gun turrets.
Sniper turrets.
Melee enemies.
Flying drone enemies.
The first boss encounter. A two-stage boss fight that requires use of the environment as well as the majority of player abilities to defeat.
Modeled, animated, and implemented the player's melee weapon and all of its animations.
Implementation, 2D art assets, and materials for all of the following UI elements.
Weapon wheel that slows time while it is open.
Radar on the player’s HUD.
Enemy health bars.
Floating damage numbers.
Dialogue pop-out HUD element.
Current quest objectives on the player's HUD.
Individual and team tasks were managed via Trello.
Regular team meetings were held twice a week where issues, blocks, or new ideas could be brought up and discussed as a team.
I remained available at all times to help other team members with any design or tech issues.
Regular production update reports every few weeks for the class professors.
Frequent playtesting and analysis of collated playtest data. Updating playtest questionnaires and observing during playtests.
Wrote all in-game dialogue and text.
Designed all of the game's enemy AI behaviors and how they would interact with the player in a fun and engaging way.
Designed one of the challenge levels and tuned trophy times for all challenge levels based on playtest data.
Was responsible for bringing all levels from a grayboxed state to final production. Adding lighting, surface materials, prop decorations, and coming up for a narrative reason for the area to exist.
Team Credits
Programmers
Amanda Daley
Ryan Davis
Tyler Davis
Eric Han
Evan Higgins
Jiwon Jung
Programmers
Matthew LaDouceur
DT Pham
Will Pritz
Ethan Villasin
Jacob Wymer
Designers
Theodore Banik
Jack Makarov
Audio
Aria Fulan
Technical Artists
Brayan Lopez
Kay Kim