Rapid Prototyping: Prototyped several traversal, combat, and environment mechanics. Based on both my ideas, and those of my fellow designers.
Combat Design: Flesh out the design for the player combat mechanics. And the behaviours for some enemy types.
Technical Level Design: Implement and polish several enviornmental mechanicals. Bridge the level design and programming department, to support the design of a procedural chunk-based level generation system
Level Design: Design level chunks, from high level concept to low level scripting. Collaborating with environment art department to ensure gameplay is preserved throughout the art pass.
Encounter Design: design some of the enemy encounters for the level chunks I worked on. Design the combat arena encounter that ends the game.
F* Trains - Die-Rail Edition
Team Size: 8 people
Role: Gameplay Designer
Platform: PC Windows
Engine: Unreal Engine 4
Genre: Action Platformer
Status: Released (Itch.io)
Contribution
3C Design: I tweaked the feel of walking and jump in the default Unreal engine 4 character actor. I set up the game camera and implemented its designer behaviours using visual scripting in Unreal engine. Finally, I designed how the player character would be controlled with either gamepad or mouse and keyboard, and set up the input logic in engine.
Animation Programming: I sourced animations from Mixamo that matched our intended feel for the character. Used Blender to tweak the animations by adding a root bone, so that root motion would properly work in Unreal. Then, I imported the animations in Unreal, and implemented them through visual scripting in the animation blueprint, using a combination of state machines, blend spaces, and animation montages.
Combat Design: I designed and implemented through visual scripting, the combat system where your health is your ammo. The player can pick up wooden cubes that will hover around you. The player can fire one cube at a time, to try and damage its enemy (a wooden train). If the player is hit by the boss enemy (wooden train), a cube will drop. If the player is hit when no cube is left, it will be game over. I designed and implemented all aforementioned behaviours.
UX Design: Designed and implemented the game start screen, the game over screen, and the ending screen which plays when you beat the game.