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SPLASH

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TRAILER
overview

Splash is a Third-Person, adventure, shooter game that me and my team develop for 4 months in our capstone project in Unreal Engine 4. 

I represent the team as the system designer of Splash.

My responsibilities have included...

  • Programming (Blueprint)

  • Multi staged bosses fight

  • AI Behavior Tree

  • Combat System Design
  • Weapon System

  • Health System

  • Various Level Mechanics

Behind the scenes
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Multi-Phase Boss Battles

 

The task was to ensure that the boss is more challenging than normal enemies. I started by having a basic attack where it will melee the player once it nears then having an ability for a fixed amount of cooldown. The attack pattern will change when they change phase, with new ability added to introduce player new attack to dodge. Adding more feedback with animations and particles to the boss in order to increase tension for the player. 

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Combat System Design

 

The challenge for this is to have the player shoot by throwing in a parabolic shape like grenades. By having different weapon player can use, it enlarge the possibility of players to use it in combat as each of them has different stats with fire rate, reload speed, shot distance, ammo count, and damage.

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Level Mechanics

 

In most levels in video games, there are always new mechanics for players to perform. I need to make sure to teach the player how to use it and test them. One of the mechanics that I develop is the generator. At first, it will be powered and the platform that connects to it will move, once the player progress further, the next room will contain a non-moving platform, a non-powered generator, and a stun potion. This will tell the player to grab the potion and throw it to the generator.

Gallery
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