DESPOILER | Steam, Shipped 2018
Role: Gameplay Progammer, Gamerunner
Engine: UE4
Shipped: 2018
My contributions, tldr version;
Player control and vehicle simulation programming
Hud & UI design and implementation
Dynamic networked destruction system
Player networking
Resource harvesting system
Game design, level design
Art/Visual Direction, VFX, techart.
Business Setup, P4/Web/etc admin
Despoiler is a Team Objective arena racer where players pilot hovercraft across the desolate wildlands, scavenging the valuable scrap they need to unlock utilities, upgrades, and win the game.
GAMEPLAY PROGRAMMING
Unreal Engine's C++ and Blueprint (visual scripting) are incredibly powerful and enabled code efficiency where required, and rapid prototyping throughout the project. My main contributions to the project were:
Physical simulation of hovercrafts
Network replication of gameplay (hybrid client-server authority) and physics
Developed a network replicated destruction system (pictured top right)
Hover engine>ground particle interaction systems
‘Transparent’ weapon stabilization and auto aim
Scrap (resource) collection systems (pictured bottom right)
I wrote a networked destruction system to enable gameplay relevant physx destruction of objects such as the silos players must break down for scrap
All ‘currency’ (scrap) in despoiler is physically represented in game. It acts as armor and weighs vehicles down.
I wrote a scrap collection component in C++ that can be used by any actor to collect, carry and drop scrap, representing it visually and dynamically on the actor’s hull. Optimized through the use of Instanced static meshes and smoke and mirrors ;)
UI DEVELOPMENT
Spatial and Diegetic UI
Traditional UI has it's place, but for this project I wanted to better use the screenspace available and opted for spatial and Diegetic UI for the majority of our HUD.
I implemented our unique diegetic and spatial hud including a scrap radar, utility states, and other gameplay stats such as health, shield, and game time.
The radar, health, armour, and utilities are all displayed on the player's vehicle leaving the edges of the screen free from clutter, and immersing the player more in the game environment. Inspired by other games that have done this in the past like Blur/Split-second which have lovely spatial implementations of their own.
I was also responsible for the creation of a modular and fluid menu systems
Menus
A small part of my work on the game overall but I'm proud of it. Modular layouts, pages, and elements, feels nice, and I implemented all of the functionality myself including the graphics settings and control remapping which are written to config files via c++ and cleanly exposed to UMG via a blueprint function library.
GAMEPLAY
Flight
Designed and implemented player input and control mechanics/systems for intuitive, fast, and exciting piloting that’s easy to learn with a higher skill ceiling that rewards practiced and experienced pilots.
Combat
Contributed heavily to weapon and unlockable utility design, devising unique asymmetrical gameplay opportunities for each. Balanced weapons for their intended tasks (eg. the harvester’s scatter-gun is extremely well suited to mining scrap but can outplayed in a fight by skilled combatants with the base vehicle’s machine gun).
3d Aim Assist
Designed and Implemented an intelligent aim assist to suit our unique 3d reticle system. Allows aiming to feel fluid, reliable, while remaining skill-based and simultaneously delivering an engaging and fluid ‘piloting’ experience.
Gamemode
Designed the gamemode with a focus on accessible combat paired with strategic objective focused escalation.
Players harvest and scavenge scrap (which works as armour when carried on their hull and is spent to respawn), and deliver it to their base to unlock upgrades for the team. The fight over an ever depleting resource prompts a strategic race to scavenge as much as possible whilst not feeding it back to the enemy on death, and thwarting enemy efforts to scavenge this valuable, multi-use resource & currency.
The Team
Game Director, Designer, Gameplay Programmer - Elliot Gray
Producer, Level Designer - Danyon Fitzsimon
Programming - Peter Tran
Additional Development - Iain Nicholas, Andrew Clarke
Audio - Jonathan Peros
Art - John Eyre, Francisco Alcalde, Paolo Boissel, Harrison Armitage-Bath
AI - Wilson Russel-Chung