Role: Creative Director/Gamerunner, Lead Programmer
Engine: Unreal Engine 4, C++
My contributions, tldr version;
Game, Level, Concept design, player control and vehicle simulation programming, dynamic networked destruction system, player networking, all economy systems, Hud & UI design/implementation, Art/Visual Direction.
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 2018.
Click play above to check out our most recent development update video. All footage recorded during live alpha multiplayer gameplay.
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. 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 responsible at a high level for the overall player experience goals of each level, and 3 of 4 levels from grey-box through to near final art myself remaining work.
Shallows (pictured) is by far my favorite work. I focused especially on efficient use of visual space to lead players through the level.
From any location the player will always be able to see clearly their choices in terms of where to go next; which resources are nearby.