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Tartarus

A Twitch style FPS, with physics-based gameplay. Players take full stock of their environment to battle against hordes of monsters.

DateSept 19 – Dec 19RoleLevel/Gameplay Designer
Team Size1EngineUnreal Engine 4

Highlights

  • Built a FPS combat system centred around physics based gameplay.
  • Created and implemented AI, using Unreal Engine’s behaviour tree system.
  • Fully meshed and lit the level with assets provided from the Unreal Marketplace
  • Designed and grey boxed a level, with set piece moments situated across it’s length.
  • Iterated and refined the project from feedback.
  • Added to the pillars of DOOM, with additional gameplay mechanics.


Documentation


Project Details

With this project, I wanted to recreate DOOM style combat, but combine it with unique elements that haven’t been seen in the Twitch FPS genre. I took my love of Half-Life’s gravity gun and combined it with frenetic FPS movement.

I also wanted to evolve other areas of “DOOM”s design, so I took the telekinesis mechanic further and also allowed it to pull the player around the level. You wouldn’t usually categorise “DOOM” as a platformer, but there is still a significant amount of navigation through the levels that requires the player to jump over obstacles, or avoid environmental hazards.

Level Walk-throughs (with Commentary)

Demonstration of the Tutorial Section

Demonstration of a Fight Section

Demonstration of a Story Section

Full Level Walk-through

Prototyping and Iteration

The game went through many different forms as I built prototypes of each mechanic and level area. Here are a collection of videos demonstrating the different stages of development.

First Attempt at Main Mechanic

Inclusion of Gun

Projectile Catching and Basic Encounter

Navigation Pull Prototype

AI Behaviour (Khamiera)

Early Mana System

Refined Mana System

Interact-able Object Highlighting