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|
- 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.
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.