Role: Creative Director/Gamerunner, Lead Programmer
Engine: Unreal Engine 4, C++
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. Coming to Steam 2017.
Click play above to check out our alpha gameplay trailer. All footage recorded during live alpha multiplayer gameplay.
My contributions, tldr version;
Game and Concept design, player control and vehicle simulation, dynamic networked destruction, player networking, all economy systems, Hud & UI design/implementation, Art/Visual Direction.
Physically simulating and networking hovercrafts, network replication of gameplay (hybrid client-server authority), and replicating destruction are a few of my contributions to the project.
Unreal Engine's C++ and Blueprint (visual scripting) are incredibly powerful and enabled code efficiency where required, and rapid prototyping throughout the project.
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.
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.