Senior Student Project
Team Size: 2
Roles: Gameplay, AI, UI, Audio
UE4 | Blueprints
Rebellion of the Blob! is a collectathon where you play as an ever-hungry Blob which eats and grows from anything it can consume. Taking inspiration from games like Katamari Damacy and Donut County, the game presents a casual experience with a fleshed out physics sandbox where (almost) everything is edible.
Steam release date: TBD
Key Contributions
Shark Roomba enemy AI.
Scientist controlled drone AI.
Scientist controlled helicopter that follows the blob when it reaches larger sizes.
All story-related and objective-related scripting or programming.
Physics interactable objects such as cupboards, drawers, doors, and doggy door.
Used Unreal's sequencer and blueprints to animate cutscenes for the game intro, introduction of enemy AI, introduction of the helicopter, and the endgame cutscene in which the blob engulfs the world.
All menus and HUD elements instantly swap between controller and KB/M button prompts based on the most recently used input device.
Main menu, settings menus, and pause menu.
Separate settings for controller and mouse input.
Separate volume sliders for master, sound effects, music, and dialogue.
Graphics settings menu.
All HUD elements
On screen animated waypoint indicator.
Subtitles and tutorial prompts.
Beaker widget to display the player's progress between growth spurts.
Terrarium & Shed: Used to teach the player the basic game mechanics in a tightly controlled narrative-driven environment.
Backyard: A hazard zone in which the player must not remain exposed to the open air for too long or else a drone will scoop up and capture the blob.
The scientist's house: A mixture of exploration, platforming, and hazards. This is where the majority of the gameplay takes place. Each room presents several paths and obstacles for the player depending on their current size.
Produced all music, dialogue, and sound effects for the game.
Many of the blob's sound effects were recorded using foley techniques with jello, pudding, fruit, and other household supplies.
Audacity and FL Studio were used to manipulate foley sound effects and library sound effects to fit the game.
All music was produced using FL Studio.
All in game dialogue was written with the intention of injecting humor while also helping to guide the player, add additional context, and help add life to the game world.