Tartarus
A Twitch style FPS, with physics-based gameplay. Players take full stock of their environment to battle against hordes of monsters.
Date | Sept 19 – Dec 19 | Role | Level/Gameplay Designer |
Team Size | 1 | Engine | Unreal 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
Map Balance Intent Player Stats Object Stats Level Goals Mechanic Sketch AI behaviour Enemy Stats Intensity Bubble Map Design Pillars UI
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.