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ABOUT

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2 months

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2020

GENRE: 3D Brawler

PLATFORM: PC

ENGINE: Unreal Engine 4

TEAM:

  • 3 game designers

  • 2 game programmers

MY ROLES:

 

LEVEL DESIGN

GAME DESIGN

SOUND DESIGN

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PITCH:

PoweRock is a frenetic brawler in which you fight against hordes of enemies, switching between your 2 weapons that have different characteristics and unique abilities!

 

As you deal damage to enemies, your weapon's power gauge fills up. Once filled, you can use its special ability which is exceptionally devastating!

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PRODUCTION

I learned a lot doing this Brawler 3D project as it was my first project on Unreal Engine 4, my first project in 3D, and my first project that included AI. Our game had to mix close combat and platforming, with about 5 minutes of gameplay for a player who already knew the game.

 

Throughout the production, we applied the "Scrum" agile method to optimize our organization. We kept a Product Backlog (on Google Sheets) in which we listed all the tasks to be done and organized sprints (on Trello) by incorporating these tasks according to their priority and the effort they required while taking into account everyone's availability. In addition, we had Daily Meetings to keep track of our progress and to see if anyone needed help.

 

We also did a lot of iterations, and thus had to modify the Game Design and the Level Design frequently, especially to adapt it to the different constraints of the Game Programmers. Each Game Designer participated in the Level Design, but I was mainly in charge of the first and last zones.

I also handled all the sound design. I started by defining on a spreadsheet all the events requiring sound feedback. I then created all the sounds (using Audacity) and the systems allowing me to randomize them. Then I integrated them into the game using the events created by the game programmers. Along with the sounds, I composed the game's soundtracks.

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