Narrative Designer
Wrote the world, characters, and history, bottom up starting with the main character and expanding outwards.
Worked extensively with concept artists to create our main character.
Thought Process
In this project I had to write why the main character is capable of looping around planets and even jump between them and also the general world/universe our characters reside in. I mixed my knowledge of car engines and the art piece “Beholding the Big Bang” to design our main character’s Exo-Suit. I also wrote a fictional fuel source (Souls) which is capable of powering it, of course making sure to write why it exists and why others cannot use it the way our main character can. I also used my knowledge of religious and mythology stories to write my own mythology about the creation of the world, and the existence of souls, with gods of Death being the reason for both of them. You can look at the images above for greater details
Prototyped high speed movement, steering, drifting, and drift boosting using Unreal Engine 5.6 Blueprints/C++
Wrote and maintained the GDD and Miro Design board for 14 developers
Designed target lock, aoe abilities, and levels around high speed movement focused gameplay
EXO GDD
Drift Input Check, Boost, Camera FOV
Character Movement Steering
Drifting Logic
Whole Character Blue Print
Thought Process
Designing a shooter around high speeds was a tough challenge. If you kill enemies to get faster and stronger that is a loop that would quickly spiral out of control very fast. Precise gunplay would be impossible, as objects on the screen would be too fast to even react to. How can we design around this? With the idea of the main character wearing an Exo-Suit I really wanted to play into the futuristic, space, mech player fantasy. We designed our gunplay be target locked allowing players to be a little less precise to help them land their shots at high speed.
To make our enemies easier to hit we also designed some bigger enemies, bigger targets would be easier to aim onto even at slightly higher speeds. And finally one of my favorite answers to this dilemma was making speed our weapon and resource. Killing enemies gives us souls, which we could spend on abilities OR speed. This way the player would have to make a decision, Do I want to go faster to outrun the enemies, or do I want to use an ability to clear this current hoard of enemies. The answer to this decision would depend on their current situation and would reward split second decision making.