Squire For Hire
In Development.
Arena Hack n' Slash
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.
This project was submitted for multiple award categories at Game Republic.
My Contributions
Gameplay and Gameloop design
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Gameloop that involved earning currency through arena combat
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All systems created in Unreal's Blueprint
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Combat system
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Simple 3-swing moveset using montages to control swing recoveries, stamina using, hitboxes, etc.
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Stamina system that encourages more methodical thinking without taking away from the power fantasy
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Enchantments that would add elemental effects to the player's held weapon
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Enemy Dismemberment System
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Dismemberment system that allowed the player to dismember enemies at multiple points on their body's
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Location based hit effects that caused greater hitstop and slow motion effects
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Crowd events that would cause the crowd to cheer whenever the player performs certain actions (such as beheading)
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Game feel and polish
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Many utilised effects such as hitstop (greater hitstop depending on the size of the enemy), camera shake/bob effects, countless sound effects, etc.
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UI Design and implementation
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Wireframes, layouts and asset lists for the UI Artist
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UI implementation using Unreal's UMG
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Endless Bug fixing
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Branch managing and merging using GitHub and Revision Control
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Weekly meetings conducted to outline project priorities and keep the project in scope
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Continuously worked with artists and animator to ensure the design remained consistent in all areas