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Untitled Project

Contracted by Goblin Bashing Studios

For this untitled project, I was contracted out by goblin bashing studios as a technical game designer and producer. This project was set to be a third-person shooter developed for PC platforms. Unfortunately, this project was terminated.

my responsibilities have included...

  • player mechanics

    • jumping/double jumping​

    • running/sliding

  • weapon system

    • projectile weapons​

    • melee weapons

    • grappling hook

    • boomerang

  • camera system

All the designs created were prototypes.

movement1.gif

player mechanics!

The problem: When I arrived to the project, the player movement variables were hardcoded in the scripts, causing many time-consuming uploads. This type of development wasn't conducive to my style and I approached the game director about creating a more streamlined approach from here out.

My solution: I reconstructed the entire player mechanic system and created private, but serializable variables that allowed me and other developers to adjust the variables in a much quicker time frame. I opened up the ability to completely customize the player on the fly, from speed, amount of jumps, and even input controls.

shooting1.gif

Weapon system!

The problem: My first experience with the project and existing weapon system seemed a little lackluster and inefficient for development. I was advised by the game director that the weapon system was going to be very expansive. The system I saw at that time, was not easy to create new weapons.

My solution: I again spoke with the game director about the current state of the weapon system and pitched an idea using scriptable objects to create a large number of weapons relatively quickly. After approval, I began to design the framework for the weapon system using scriptable objects that allowed the developers who wanted to create a new weapon to attach a weapon model, set the range amount of damage the weapon does based on distance, what input button to equip the weapon, fire rate, ammo capacity of the magazine, and reticle.

grapplehook1.gif

Grappling hook!

The problem: The player mechanics and weapon system of the game seemed bland and much like any other third-person shooter game. I wanted to create a couple of items that were slightly different in the genre.

My solution: I created a grappling hook type item that the player always has to use. I created a ball that shoots out from the player and if it collides with any object tagged as 'hookable', they will be pulled up to that location. To give the player the feeling the item is a grappling hook, I utilized a line renderer to give the visual effect needed. To assist the player with being able to stand on platforms that they hook on to, I altered their position very slightly when they reach the hook location, to ensure they will be able to stand where they are intending. This alteration isn't noticeable to the player.

boomerang1.gif

Boomerang!

The problem: This item was created from the same bland problem the grappling hook was developed. I felt the player needed a different weapon that could shoot out and return to the player. I initially designed a boomerang, though it could be transformed to any other item visually.

My solution: I designed an item that on input is projected out from the player and after a set amount of time, it returns to the player no matter their location. I had to create a holder object to allow the boomerang to appear in the correct location when equipped. This object is the location that the boomerang returns to, even if the player is moving.

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