Role: Project Lead & Game Designer

(Q4 2024)

I led a team of 14 for the duration of this project, consisting of 13 artists and 1 other programmer.

Given the teams small size, and limited programming experience, I took responsibility for creating a large amount of the games systems (aside from the UI).

The project itself was developed in Unreal Engine 5.4.4.

Duties:

  • Player / Cart functionality

  • AI Behaviors

  • Weapon systems

  • Damage & Health systems

  • Power ups

  • SFX and VFX design + implementation

  • Cel shader

  • Asset Integration

Weekly Updates

Weekly Updates

I additionally would put out videos every week highlighting the current state of the game while mixing in some entertaining editing, both for boosting team moral and also because I had fun with it.

“Oh Yeah, It’s All Coming Together”

12/02/24

  • Integrated final goblin model, textures, and animations.

  • Physics asset for goblin model

  • Cel shader

  • Invisibility power up functionality (not the material)

  • Lava flow material

  • Assorted bug fixes

“Return to Sender”

11/24/24

  • Auto turret powerup functionality

  • Randomly generating scrap barricades

  • Implemented umbrella weapon functionality

  • Designed a variety of VFX and SFX

“The Uncomforting Silence”

11/17/24

  • Upgraded ‘Bomb Boost’ powerup functionality

  • Added cart armor color randomization

  • Created a plethora of SFX and VFX

  • Accidentally turned the cart into an F-16 fighter jet

“Illegally Rocket Powered”

11/11/24

  • ‘Bomb Boost’ power up

  • Instrument power up functionality

  • Integrated artist cart assets

  • Redesigned cart physics

  • Breakable barricades

“Green Poppin’ Goblin”

11/03/24

  • ‘Pumpkin Bomb’ power up

  • Umbrella weapon base functionality

  • Oil Slick hazard

  • Explosion and flammability trigger communication

  • Tweaked parent weapon system for easier modifiability of new assets

“Scraped Clean”

10/28/24

  • Kart weapon attachment system

  • Plow attachment

  • AI slingshot behaviors

  • Basic AI level placements

“Sounds of Violence”

10/21/24

  • Added various SFX to assets

  • Added voices to characters

  • Improved Bat weapon functionality

  • Corrected a bug that previously prevented the physics simulation of the character in the kart

“Slingshot Mark III”

10/14/24

  • Added physics simulation to the Slingshot weapon

  • Added sound effects and animations for Slingshot

  • Initial Bat weapon functionality

“Barrel Bomlins”

10/06/24

  • Kart armor system

  • ‘Barrel Bomblin’ AI

  • Explosive barrels

  • Kart destruction

  • Destructible sentry perches

“The Tennis Update”

09/26/24

  • Tennis Racket weapon - reflect projectiles, and moves to intercept

  • Converted to physics based weapons

  • Slingshot charge up attack & projectile

“Artificial Awakening”

09/23/24

  • Interaction system

  • Weapon attachment & holster system

  • Active ragdoll physics

  • AI Behavior foundations

  • Velocity based damage system

  • Procedural crowd

“New Beginnings”

09/15/24

  • Projectile system

  • Bullet time ability

  • Character attachment/interaction with kart

“Physics Kart Test”

09/06/24

  • Testing and creating the initial physics system for the kart

  • “Free spinning” wheel vehicle design

  • Basic kart model

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Agent Gorilla