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Squire For Hire

~10 Weeks development time.

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Arena Hack n' Slash

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This project was made in UE5 by me and a team of 6 consisting primarily of artists. I acted as the core designer and technical designer, handling almost all of the technical implementation save for AI and some animation effects.

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This project was submitted for multiple award categories at Game Republic.

My Contributions

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Gameplay and Gameloop design

  • Gameloop that involved earning currency through arena combat

  • All systems created in Unreal's Blueprint

  • Combat system

    • Simple 3-swing moveset using montages to control swing recoveries, stamina using, hitboxes, etc.

    • Stamina system that encourages more methodical thinking without taking away from the power fantasy

    • Enchantments that would add elemental effects to the player's held weapon

  • Enemy Dismemberment System

    • Dismemberment system that allowed the player to dismember enemies at multiple points on their body's

    • Location based hit effects that caused greater hitstop and slow motion effects

    • Crowd events that would cause the crowd to cheer whenever the player performs certain actions (such as beheading)

  • Game feel and polish

    • Many utilised effects such as hitstop (greater hitstop depending on the size of the enemy), camera shake/bob effects, countless sound effects, etc.

  • UI Design and implementation

    • Wireframes, layouts and asset lists for the UI Artist

    • UI implementation using Unreal's UMG

  • Endless Bug fixing

    • Using Miro and Teams to track bugs, finding reliable ways to recreate and fix bugs 

  • Branch managing and merging using GitHub and Revision Control

  • Weekly meetings conducted to outline project priorities and keep the project in scope

  • Continuously worked with artists and animator to ensure the design remained consistent in all areas

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