• Team: Banana Pillar Studios
• Team Size: 3 people
• Role: Technical Designer, Level Designer, Producer
• Duration: 6 months
• Platform: PC Windows
• Engine: Unreal Engine 4
• Genre: 3D Platforming
• Creating and releasing the core vision for this game in a solo gamejam project, which later was expanded into this team project
• Designing and implementing main game loop systems
• Collaborating with fellow designers for the implementation and polish of level mechanics and hazards
(Example: code sample and GIF for breakable/fragile surfaces)
• Creating simple particle effects and animations, to improve the feel of certain player and level mechanics
• Planning, executing and refining my vision for an overworld hub used for player onboarding and level selection, together with my fellow designers
• Designing and whiteboxing the first of the three areas of the overworld hub, from high level vision to low level scripting
(Above, different iterations of my section of the hub overworld, the ‘Forest hub’)
• Realising the high-level vision for my levels from initial block out through to final shipped product.
(Example: different iterations of my ‘Magnet’ level, finalised level on the right)
• TECHNICAL DUTIES
As the only Technical Designer/Programmer on the team, I was responsible for the implementations of all game systems and mechanics.
• TEAM LEAD DUTIES
Next to my technical work, I was also the lead and producer on this project.
I had to manage sprint plannings, organise team building activities, run playtesting session and report feedback to the team, and make arrangements to showcase the game at small events.
• LIMITED RESOURCES
As an indie team, we had very limited resources, and had to make the best of what we had
For example our environments were created by a level designers, while I made simple animations and particle effects to make our player character feel interesting to play, which was just a cube.
• CREATING A VISION AND MVP
I believe it was very helpful to us that I initially built this game during a Game Jam by myself, as I was able to quickly prototype different ideas, identify a good core, and realise a solid base to keep developing on
• GAME FEEL & PLAYER FEEDBACK
I learnt so much about how to convey feedback to the player, and make them engaged with the gameplay, through the creation and implementation of: particles, dynamic materials, audio, haptic feedback, animations, and freeze frames.
• UNREAL PARTICLES
During this project I got to learn much about how to create simple particle systems, in order to provide affordance and feedback to the player, as well as how to combine them with blueprinting to achieve more ambitious results
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