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2024

6 People

4 Weeks

Created with

Unreal Engine
Angelscript

UI Design · Combat Design · Narrative Design

Kill and possess enemies to use their abilities to fight and solve puzzles.

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Prototyping the

Core Gameplay Loop

To define the game’s direction, each team member created a prototype exploring body-snatching with varied uses, genres, and playstyles.

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My prototype focused on combat, where progress depended on snatching bodies with the right abilities and health is inherited as an additional strategic challenge.

We combined my combat-focused prototype with a teammate’s puzzle focused prototype, creating a top-down body-snatching game featuring short combat encounters, key abilities, and disposable bodies.

The Final

Gameplay Loop

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Conceptualizing the Enemies

Challenges 
  • Creating enemy abilities that function for both combat and progression while staying within a reasonable scope. 

  • Balancing the interactions between different abilities.

  • Making sure no ability greatly overpowers another. 

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Solution
  • We assigned only one ability per enemy to help players grasp mechanics quickly.

  • We restricted player movement so that abilities like jumping or dashing were advantages unique to certain bodies.

  • Each ability was designed with an attack, defence and puzzle solving aspect in mind. â€‹

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Conceptualizing the Boss Fight

Challenges
  • Introducing a new challenge to the gameplay loop.

  • Encouraging and enabling continuous body swapping.

  • Ensuring the player always has a corpse to possess as they cannot fight while they're in ghost form.

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Solutions ​
  • In contrast to the rest of the game where abilities are only provided when needed, the boss fight challenges players to identify the need of certain abilities on their own.

  • For clear signposting, the boss has two states; the "Hostile" state when the player should dodge and the "Roaming" state when the player can attack. Different bodies excel in different states. 

  • A few enemies are spawned during the "Roaming" state to resupply the player with bodies, add a strategic element and maintain immediate pacing.

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Combat Design

  • Player
    • Conceptualized the rules for the possession mechanic and the ghost form. 

    • Prototyped the core gameplay mechanic

  • Enemies & Abilities​​
    • Conceptualized the enemy abilities and how they work for attack, defence and puzzles.​

  • Boss Fight
    • Wrote the Technical specifications for the boss

    • Paper prototyped the boss encounter

    • Conceptualized the boss fight, the boss' states and the abilities. 

    • Balanced enemy spawners, damage, speed, frequency and pauses for each attack. 

Narrative

  • ​Story telling
    • Wrote the story for the game.

    • Concepted, storyboarded and wrote a cutscene that unfortunately was cut.  â€‹

    • Implemented the lore through assets and environmental clues with strict resource limitations.

  • Game Writing
    • ​Named the game 

    • Wrote and implemented the dialogues.

UI Design 

  • Functionality
    • Used post processing to implement a yellow outline indication on possessable corpses.

    • Coded the functionality of the same outline.

    • Coded the UI widgets including the HUD.  

    • Created Menus

  •  Visuals
    • Drew the UI art

    • Imported and implemented the font. 

    • Designed the HUD and the menus. ​​

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Reflection

I had a lot of fun working on this project and while I learned a lot about dynamic UI, I feel like the biggest lesson was on Team Dynamics. Communication, Constructive criticism, and transparency is so important for each and everyone to grow and I will be remembering that thanks to this project.  

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