Chamber
~6 weeks development time.
Rogue-lite First Person Shooter
This project was made in UE5 by me and a team of 36 others.
For Chamber, the team goal was to deliver a highly kinetic, fast-paced rogue-lite shooter that prioritises visceral game feel and uninterrupted player flow where the player can apply effects to each bullet in the Chamber and create unique and powerful builds to tailor their own experience. Drawing inspiration from RoboQuest, Doom: Eternal and Destiny 2, the objective was to create a satisfying gameplay loop in a wild-western setting where the player's actions feel weighty and impactful.
I acted as a gameplay designer who was responsible with communicating with all other departments to bring the vision to life, as well as contributing to other areas of the game, such as UI, Level design and feel and polish.




My Contributions
Gameplay, UI and Technical design
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All systems created in Unreal's Blueprint
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Movement system
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fast paced movement system inspired by the likes of Doom: Eternal and Destiny 2
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Weighted and shifting elements reacting to player movement, such as jumping, dashing, landed and strafing to make movement feel impactful and engaging. These elements gun sway during these actions and how the HUD and camera react to the player's actions.
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Gunplay
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HUD element and camera reactions, hit feedback and information and overall gun feel.
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Gameplay information delivered effectively to the player without being disruptive to gameplay.
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Each hit on an enemy is made to feel as good and satisfying as possible and successful hits are communicated through multiple feedback channels, such as sound, sight and feel (controller haptics).
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QA, Game feel and polish
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The game was played many times in different ways to find outlying elements that needed tweaking that would then be immediately tackled by me or whoever was working on the related feature, such as:
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Perks/Bullet types feeling too overpowered or too underwhelming depending on their rarity class in comparison to others of the same class.
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Level testing to find OOBs, broken collision, exploitable navmesh quirks or broken level generation.
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General audio, visual or mechanical bugs and glitches.
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Found issues were kept track of using Teams and were effectively communicated to team members, with methods to recreate them if possible.
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I was selected to be on the 'finish line' team that put in extra time at the end of the project to polish additional features, add additional elements of much needed game feel and generally get the project over the finish line.
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UI Design and implementation
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I worked with the UI designers to implement HUD and menu features.
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I was responsible for communicated information to the player during gameplay, ensuring that the player never felt confused or overwhelmed by information during gameplay.
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UI implementation was accomplished using Unreal's UMG system.
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Endless Bug fixing
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Using Miro and Teams to track bugs, finding reliable ways to recreate and fix bugs
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Branch managing and merging using GitHub and Revision Control
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Daily stand-ups to outline project priorities and keep the project in scope
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Continuously worked with artists, designers and animators to ensure the design remained consistent in all areas